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Outdoor World Pvp


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Posted

i thinked about the outdoor pvp zones like zangar, hellfire,nagrand,terokkar,eastplaguelands and silithus: is there a way to make them work? i asked on sd2 forums but they said that something like this should be implemented in core. Where should i start for writing a patch for this?

thanks in advance

Posted

ok i tried to think about when to trigger the palyer to count for capturing the objective, and i wrote something like this

if(zone->flags & 0x8000 != 0)
       {
               if(HasFlag(PLAYER_FLAGS,PLAYER_FLAGS_IN_PVP) && !(HasStealthAura()))
               {
                       uint32 objective = newZone;
                       switch(objective){
                               case 3669:/*count this palyer for the hellfire stadium cap*/break;
                               case 3670:/*count this palyer for the hellfire overlook cap*/break;
                               case 3671:/*count this palyer for the hellfire broken hill cap*/break;
                               //cases for the other zones like halaa,zangarmarsh,terokkar...
                       }
               }
       }else{
               /*clear player from counting as objective capper*/
       }

in Player::UpdateZone (Player.cpp)

dunno if it's right, i started to look at mangos' source only a few days ago.

Now, for handling the objective control i have no idea where to start.

In the source files i found nothing of dedicated, nor i found anything searching the forums.

Anyone knows how is it handled? are they gameobjects with particular flag o special classes handled by sone maphandler or bghandler?

Posted

nobody knows even how the targets on the map (the turrets for hellfire/zangar ot the icons in AB) is handled?

maybe i can write some dedicated code, but at least i have to know how to make this work...

Posted

About the player zones, I think you need a more detailed update. Some objective areas only differ in exploreFlag, not even in areaId.

The ab nodes are handled by GO onuse spells, see Spell::EffectOpenLock() and BattleGroundAB::EventPlayerCapturedBanner() for details.

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