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Shattered Halls - Fire Challenge event(after Netherkurse death) #151
Currently event is not implemented.
When you kill the Grand Warlock Nethekurse, you climb up and see a long corridor, stepping into this area - Event starts.
f) If players come up at the ramp, Shattered Hand Scout (GUID npc) shall yell Invaders have breeched the defenses (Sound ID: 10285), run along the hallway to Blood Guard Porung Shattered Hand Bloodguard and despawn there
Source http://www.youtube.com/watch?v=4VFpnpn4_ng
Start after 1:01
Then the 2x Shattered Hand Archers shall shoot burning arrows (most likely spell 37035) along the hallway if players stand in line of sight. (source: You can duck into a cubby on the side to take a very short breather. This de-aggros the archers [...]) Those arrows should hit the ground, explode with AOE damage and leave burning spots on the ground. (source)
Shattered Hand Zealots should start to run at the players. You can completely observe this event here and here.
For the information, links and videos to be commended! FeenixServerProject/Archangel_2.4.3_Bugtracker#2569
well... theres one small problem here.. that we cannot pass.
any event with long distance ...wont happen.
Reason for this is ... grid unload ..so all creatures wont even be spawned from that distance.
I had simmilar problem with... Murmur - Shadow Labyrinth
more info here: unified-db/Database@61bbd2f
So before we'll start scripting this ...think about how to allow some places to be visible from far distance
I think there was a patch that allowed us to load the entire map grid on map load.
Anyway, the event described here by won't have this problem as the distance isn't that big.
But I still need a sniff. Because the GO and creature spawns in the instance are kind of poor in that area, so I need to rework them.
Activity
xfurry commentedon Apr 19, 2015
Not an easy one to fix, but it can be done.
Let's just keep this as a low priority for now.
xfurry commentedon Nov 2, 2015
poke @Ulduar and @Grz3s for a sniff of shattered halls heroic. I only have a normal version.
Grz3s commentedon Nov 2, 2015
well... theres one small problem here.. that we cannot pass.
any event with long distance ...wont happen.
Reason for this is ... grid unload ..so all creatures wont even be spawned from that distance.
I had simmilar problem with... Murmur - Shadow Labyrinth
more info here:
unified-db/Database@61bbd2f
So before we'll start scripting this ...think about how to allow some places to be visible from far distance
Lumber-Jack-2 commentedon Nov 3, 2015
isn't there the option to set them active? i think the visisbility increases for active creatures
xfurry commentedon Nov 3, 2015
I think there was a patch that allowed us to load the entire map grid on map load.
Anyway, the event described here by won't have this problem as the distance isn't that big.
But I still need a sniff. Because the GO and creature spawns in the instance are kind of poor in that area, so I need to rework them.