transports
Structure
| Field | Type | Attributes | Key | Null | Default | Extra | Comment |
|---|---|---|---|---|---|---|---|
| guid | bigint | unsigned | PRI | NO | 0 | ||
| entry | int | unsigned | UNI | NO | 0 | ||
| name | mediumtext | YES | NULL | ||||
| phaseUseFlags | tinyint | unsigned | NO | 0 | |||
| phaseid | int | signed | NO | 0 | |||
| phasegroup | int | signed | NO | 0 | |||
| ScriptName | varchar(64) | NO | '' | ||||
Description of fields
guid
Unique identifier for transport. When adding a new one, simply use the max(guid)+1.
entry
This is entry to be used for this transport from gameobject_template.entry It must be a type 15 (MOTransport) game object.
name
This is an arbitrary name that is only used to describe this transport entry.
phaseUseFlags
| Name | Value |
|---|---|
| PHASE_USE_FLAGS_NONE | 0x0 |
| PHASE_USE_FLAGS_ALWAYS_VISIBLE | 0x1 |
| PHASE_USE_FLAGS_INVERSE | 0x2 |
phaseid
Determines in which phase the transport is in. Available phases can be found in Phase.db2
phasegroup
Determines in which PhaseGroup the transport is in. A PhaseGroup sets a transport in multiple phases at once. PhaseGroups can contain more Phases than you actually need. Available PhaseGroups can be found in PhaseGroup.db2
ScriptName
The ScriptName for when scripting it in the core.
Appendix: Static Passengers (npcs)
Transports will load static passengers when:
transport moves from inactive to active grid
the grid that transport is currently in becomes activeIt will unload static passengers when:
transport moves from active to inactive grid
the grid that transport is currently in unloadsThe loading process will get the map from gameobject_template.data6 (SpawnMap), and then creates all creatures and gameobjects that are in the same map.
Creatures and gameobjects spawn points will be used as relative to the transport.
