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Can't you just add another check if the player is phased instead of removing the phasing for the creature in order to prevent it from attacking? Something like:
void AttackStart(Unit* target) override
{
if (target->IsPlayer())
{
if (!CanBeSeen(target->ToPlayer()))
return;
}
// Standardmäßiges Angriffverhalten ausführen
SmartAI::AttackStart(target);
}
Also on my server I found out that the NPC_IPP scripts have the problem, that they break SmartAI depending on on which creature you're using the scripts. Because of that I've changed ScriptedAI to SmartAI and it'll start working again. Just FYI 🙂
The text was updated successfully, but these errors were encountered:
About 4dcc1ff
Can't you just add another check if the player is phased instead of removing the phasing for the creature in order to prevent it from attacking? Something like:
Also on my server I found out that the NPC_IPP scripts have the problem, that they break SmartAI depending on on which creature you're using the scripts. Because of that I've changed ScriptedAI to SmartAI and it'll start working again. Just FYI 🙂
The text was updated successfully, but these errors were encountered: