![icecrown gunship battle bugged icecrown gunship battle bugged](https://i.ytimg.com/vi/mDudU8NoiIw/maxresdefault.jpg)
Protected Member Functions inherited from gunship_npc_AI Static std::unordered_map, AISpellInfoType > Static Public Attributes inherited from UnitAI Public Attributes inherited from ScriptedAI Static Public Member Functions inherited from UnitAI IsInBounds ( CreatureBoundary const &boundary, Position const *who)
![icecrown gunship battle bugged icecrown gunship battle bugged](https://i.ytimg.com/vi/ss0ZqGLxAxE/hqdefault.jpg)
'Several weeks' until the next encounters become available.
![icecrown gunship battle bugged icecrown gunship battle bugged](https://i.ytimg.com/vi/em17VzrxaJ8/maxresdefault.jpg)
The first section that opens will include the Lord Marrowgar, Lady Deathwhisper, Icecrown Gunship Battle, and Deathbringer Saurfang encounters.
#Icecrown gunship battle bugged Patch#
Static Public Member Functions inherited from CreatureAI We plan on releasing these four sections of Icecrown Citadel over time and not all immediately when patch 3.3.0 goes live. Public Member Functions inherited from CreatureAIĬreatureAI ( Creature *creature, uint32 scriptId=) RAID_MODE (T const &normal10, T const &normal25, T const &heroic10, T const &heroic25) const Trinit圜ore / src / server / scripts / Northrend / IcecrownCitadel / bossicecrowngunshipbattle.cpp Go to file Go to file T Go to line L Copy path Copy. For one, you have two very strong lore figures in the captains of the horde and alliance gunships, as well as the entire storyline leading up to the Horde vs. RAID_MODE (T const &normal10, T const &normal25) const Gunship Battle Theres no actual boss to talk about here, but thats not to say there isnt a lot of lore to talk about. SetEquipmentSlots (bool loadDefault, int32 mainHand= EQUIP_NO_CHANGE, int32 offHand= EQUIP_NO_CHANGE, int32 ranged= EQUIP_NO_CHANGE)ĭUNGEON_MODE (T const &normal5, T const &heroic10) const SelectSpell ( Unit *target, uint32 school, uint32 mechanic, SelectTargetType targets, float rangeMin, float rangeMax, SelectEffect effect) GetThreat ( Unit const *victim, Unit const *who=nullptr)ĭoTeleportTo (float x, float y, float z, uint32 time=0)ĭoTeleportPlayer ( Unit *unit, float x, float y, float z, float o)ĭoTeleportAll (float x, float y, float z, float o)ĭoSelectLowestHpFriendly (float range, uint32 minHPDiff=1)ĭoSelectBelowHpPctFriendlyWithEntry ( uint32 entry, float range, uint8 hpPct=1, bool excludeSelf=true)ĭoFindFriendlyMissingBuff (float range, uint32 spellId)ĭoSpawnCreature ( uint32 entry, float offsetX, float offsetY, float offsetZ, float angle, uint32 type, uint32 despawntime) ResetThreat ( Unit *victim, Unit *who=nullptr) ModifyThreatByPercent ( Unit *victim, int32 pct, Unit *who=nullptr) ScriptedAI ( Creature *creature, uint32 scriptId)ĭoStartMovement ( Unit *target, float distance=0.0f, float angle=0.0f)ĭoCastSpell ( Unit *target, SpellInfo const *spellInfo, bool triggered=false)ĭoPlaySoundToSet ( WorldObject *source, uint32 soundId)ĪddThreat ( Unit *victim, float amount, Unit *who=nullptr) Public Member Functions inherited from ScriptedAI Public Member Functions inherited from gunship_npc_AI MovementInform ( uint32 type, uint32 pointId) overrideĭamageTaken ( Unit *, uint32 &damage) overrideĬanAIAttack ( Unit const *target) const override SetData ( uint32 type, uint32 data) override Npc_gunship_boarding_addAI ( Creature *creature)