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Vehicles (Dev)


Guest AuntieMangos

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You mean in the main mangos repo? Yes it will, because vehicles are blizzlike, but this patch isnt finished therefore it wont be merged yet.

sorry but I find that hard to believe edder, the vehicle system that Tasss has implemented and has been developing (as well as other great devs such as thyros and trap) has been available for mangos to incorporate into master for quite some time and they have made no attempt to put into master.. yes i realize it 'isnt finished yet' but just like mangos-prime it never will be finished... i do not know that this is the official reason but i suspect that its because a direct mangos dev has nothing to do with its development thus it will never be implemented.. or at least not until they rewrite it so they can call it their own..

thats not meant negatively upon mangos despite the way it looks, its just an observation is all

just to further clarify my point.. ahbot is complete for the most part and has even been adopted by other major projects such as trinity but it has never made it to master mangos.. you could say that its because it isnt offy, and its true that it is not, but ALLOW.TWO.SIDED interaction/trading/chat is not blizzy either and yet it still exists in the master... so its not fully a matter of how complete the work is, the weight has to be on another level entirely..

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fix typo :

-            if(!m_spawnedByDefault)
-            {
-                m_respawnTime = 0;
-                return;
-            }

            // since pool system can fail to roll unspawned object, this one can remain spawned, so must set respawn nevertheless
-             m_respawnTime = time(NULL) + m_respawnDelayTime;
+             m_respawnTime = m_spawnedByDefault ? time(NULL) + m_respawnDelayTime : 0;

instead of :

-            if(!m_spawnedByDefault)
-            {
-                m_respawnTime = 0;
-                return;
-            }
+            m_respawnTime = m_spawnedByDefault ? time(NULL) + m_respawnDelayTime : 0;

            // since pool system can fail to roll unspawned object, this one can remain spawned, so must set respawn nevertheless
            m_respawnTime = time(NULL) + m_respawnDelayTime;

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For player.cpp

/*static WorldStatePair SA_world_states[] =                   // SA
{
   { 0xf09, 0x4 },                                         // 7
   { 0xe36, 0x4 },                                         // 8
   { 0xe27, 0x4 },                                         // 9
   { 0xe24, 0x4 },                                         // 10
   { 0xe21, 0x4 },                                         // 11
   { 0xe1e, 0x4 },                                         // 12
   { 0xdf3, 0x0 },                                         // 13
   { 0xded, 0x0 },                                         // 14
   { 0xdec, 0x1 },                                         // 15
   { 0xde9, 0x9 },                                         // 16
   { 0xde8, 0x5 },                                         // 17
   { 0xde7, 0x19 },                                        // 18
   { 0xe35, 0x1 },                                         // 19
   { 0xe34, 0x1 },                                         // 20
   { 0xe33, 0x1 },                                         // 21
   { 0xe32, 0x0 },                                         // 22
   { 0xe31, 0x0 },                                         // 23
   { 0xe30, 0x0 },                                         // 24
   { 0xe2f, 0x1 },                                         // 25
   { 0xe2e, 0x0 },                                         // 26
   { 0xe2d, 0x0 },                                         // 27
   { 0xe2c, 0x0 },                                         // 28
   { 0xe2b, 0x1 },                                         // 29
   { 0xe2a, 0x1 },                                         // 30
   { 0x0,   0x0 }
};*/

And

/*case 4384:                                          // SA
           if (bg && bg->GetTypeID(true) == BATTLEGROUND_SA)
               bg->FillInitialWorldStates(data, count);
           else
           {
               FillInitialWorldState(data,count, SA_world_states);
           }
           break;*/
       default:

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please help me

2010-05-21 15:36:02

2010-05-21 15:36:02 ERROR:Error in creature_template_addon table, probably sql file format was updated (there should be 7 fields in sql).

my mangos is MaNGOS CORE:(9842) + YTDB-546

You have to run the 4 sql's into the mangos database

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You mean in the main mangos repo? Yes it will, because vehicles are blizzlike, but this patch isnt finished therefore it wont be merged yet.

sorry but I find that hard to believe edder, the vehicle system that Tasss has implemented and has been developing (as well as other great devs such as thyros and trap) has been available for mangos to incorporate into master for quite some time and they have made no attempt to put into master.. yes i realize it 'isnt finished yet' but just like mangos-prime it never will be finished... i do not know that this is the official reason but i suspect that its because a direct mangos dev has nothing to do with its development thus it will never be implemented.. or at least not until they rewrite it so they can call it their own..

thats not meant negatively upon mangos despite the way it looks, its just an observation is all

just to further clarify my point.. ahbot is complete for the most part and has even been adopted by other major projects such as trinity but it has never made it to master mangos.. you could say that its because it isnt offy, and its true that it is not, but ALLOW.TWO.SIDED interaction/trading/chat is not blizzy either and yet it still exists in the master... so its not fully a matter of how complete the work is, the weight has to be on another level entirely..

Agree on all points. I love Mangos, but I wish the developers were more flexible with their acceptance policies. Aside from the fact that reapplying ten crucial patches on every downloaded revision is nothing but a time-wasting, often tedious procedure, merging such already functional features with the master branch would get them polished much more sooner.

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Hello again,

i have moved acccessories data into db from code, as it was intended from whom created column "passengers" in creature*_addon. Its like column auras, data has to be in this order: creature entry or guid *space* seat id(on vehicle, not from dbc).

So if I have:

Passenger 1 with entry 12345 and I want it to seat 1

Passenger 2 with entry 54321 and I want it to seat 2

passengers column must look like this:

12345 1 54321 2

http://github.com/Tasssadar/Valhalla-Project/commit/7949f79c6fb679fe39ef9102bc31c889537b6450

PS: also updated to newest revision

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Some data are already in sql/v10_vehicle_test_data.sql, for example here:

DELETE FROM creature_template_addon WHERE entry in (28670, 28312, 32629, 28319, 32627, 28094, 29929, 28782);
INSERT INTO creature_template_addon VALUES
(28670, 0, 50331648, 1, 0, 1024, 156, NULL, '53112 0 53112 1'),
(28312, 0, 0, 0, 0, 0, 117, '28319 7', NULL),
(32627, 0, 0, 0, 0, 0, 117, '32629 7', NULL),
(28319, 0, 0, 0, 0, 0, 116, NULL, NULL),
(32629, 0, 0, 0, 0, 0, 116, NULL, NULL),
(28094, 0, 0, 0, 0, 0, 106, NULL, NULL),
(29929, 0, 0, 0, 0, 0, 210, NULL, NULL),
(28782, 0, 0, 0, 0, 0, 200, NULL, NULL);

And you can easily add more by yourself.

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... And you can easily add more by yourself.

Here's what he says for what you can do:

UPDATE creature_template_addon SET passengers = '28768 1' WHERE entry = 28782;
UPDATE creature_template_addon SET passengers = '33167 1' WHERE entry = 33109;
UPDATE creature_template_addon SET passengers = '33067 7' WHERE entry = 33060;
UPDATE creature_template_addon SET passengers = '33218 1' WHERE entry = 33214;
UPDATE creature_template_addon SET passengers = '33114 0 33114 1 33114 2 33114 3 33139 7' WHERE entry = 33113;
REPLACE INTO creature_template_addon (`entry`,`passengers`) values (27850,'27905 1');
REPLACE INTO creature_template_addon (`entry`,`passengers`) values (32930,'32933 1 32934 7');
REPLACE INTO creature_template_addon (`entry`,`passengers`) values (33114,'33142 1 33143 2');

/* unifieddb only! */
/* REPLACE INTO creature_template_addon (`entry`,`passengers`) values (33214,'33218 1'),
(33113,'33114 0 33114 1 33114 2 33114 3 33139 7'); */

Note:

This is was made by deleted part of the source code

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Here's what he says for what you can do:

UPDATE creature_template_addon SET passengers = '28768 1' WHERE entry = 28782;
UPDATE creature_template_addon SET passengers = '33167 1' WHERE entry = 33109;
UPDATE creature_template_addon SET passengers = '33067 7' WHERE entry = 33060;
UPDATE creature_template_addon SET passengers = '33218 1' WHERE entry = 33214;
UPDATE creature_template_addon SET passengers = '33114 0 33114 1 33114 2 33114 3 33139 7' WHERE entry = 33113;
REPLACE INTO creature_template_addon (`entry`,`passengers`) values (27850,'27905 1');
REPLACE INTO creature_template_addon (`entry`,`passengers`) values (32930,'32933 1 32934 7');
REPLACE INTO creature_template_addon (`entry`,`passengers`) values (33114,'33142 1 33143 2');

/* unifieddb only! */
/* REPLACE INTO creature_template_addon (`entry`,`passengers`) values (33214,'33218 1'),
(33113,'33114 0 33114 1 33114 2 33114 3 33139 7'); */

Note:

This is was made by deleted part of the source code

thanks trap... will check that out soon... also thanks wojita i kinda guessed it was already in the sql just wanted to be sure

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@ankso

the difference is only for those:

/* Battleground Demolisher */
DELETE FROM creature_template_addon where entry = 28781;
INSERT INTO creature_template_addon VALUES
(28781, 0, 0, 0, 0, 0, 158, NULL, NULL);
REPLACE INTO vehicle_data VALUES
(158, 4, 52338, 60206, 0, 0, 0, 0, 0, 0, 0, 0, 0);
/* Antipersonnel Cannon */
DELETE FROM creature_template_addon where entry = 27894;
INSERT INTO creature_template_addon VALUES
(27894, 0, 0, 0, 0, 0, 160, NULL, NULL);
REPLACE INTO vehicle_data VALUES
(160, 5, 49872, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);

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