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Vehicles (Dev)


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Posted

Okay...

If the heat meter reaches or exceeds 100, the gun overheats and both shots are locked for five seconds until all heat has been drained.

This could be handled by a simple SD2 creature script :

void UpdateAI(const uint32 diff)
{
   if (m_creature->GetPower(POWER_HEAT) == 100)
   {
       //Remove all passengers
       //Apply something like spell 69470
   }
}

At best there is some way to handle this in the core, at worst with a creature SD2 script. No need of a vehicle-specific scripting system.

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Posted

can't see the need of extra event calls especialy for vehicles, don't know if there have to be an event like "on player seat into seat" or something like that, but the normal SD2 updateai and so on should be enough, shouldn't it?

Posted

There you go you folks are understanding what I'm trying to say...thank you!. and the scripting may not be all that complicated, also we don't have to use SD2 for the scripting I just figgured since it's there already it would be a good starting point plus it would be nice to have the documentation they have to help with doing this.

an example of a complicated script would be look at the Flame Leviathan attack in Ulduar... your using multiple vehicles to attack, cast spells, launch people, rescue people, people fighting with out vehicles people fighting in vehicles....so on then you get to the gates...this could all be scripted with each vehicle running it's own script and each script then could be fine tuned far easier than trying to do a full in-core mod...the in core part would be small and easly worked on as it needed to be.

Posted
I had an Idea on the vehicles a long time ago and Netsky was working that way when he left. My Idea was to set up basic controle mod for the core and script in each of the vehicles or groups of vehicles as needed...the good part to this was that the controle part could be used for other things like Outdoor PVP as an example...look at it kinda like SD2 but more specialized with the nice part that if a certain vehicle gets changed over time you don't have to rewrite the whole thing just one script.

Well I find this ideea the best way for the feature...

I am 100% we will meet again the need of the controle mod in c@t@clysm or next expansions...

Grouping the vehicles will give us the main base for everything... allways get back and use the specific vehicle from X group

Just my 2 cents thought!

With respect,

Axel

Posted
Well here's a base for Vehicles, all I did was combine the 4 main sql's pluse my mount fix sql's and the fix for the charge spell cleaned it up and tested by running it into a clean UDB and YTDB databases just to make sure they didn't error on apply but atleast this makes it easier to get the sql's inplace with less confusion. Hopefully it will be good enough for everyone.

Link: http://pastebin.com/w2rLg6h0

im running mangos rev 10435

is anything else needed other than this sql to fix vehicles? please let me know wat all i need. thanks

Posted

the last step

git diff -p master vehicle > vehicle.patch

does nothing. all it does is makes an empty file.

this is lame patch that prolly dont even work. as the instructions are even wrong.

Posted

It seems that the SQL Files aren't working with latest YTDB

Loading Creature templates...
[0 ms] SQL: SELECT MAX(entry) FROM creature_template
[0 ms] SQL: SELECT COUNT(*) FROM creature_template
[15 ms] SQL: SELECT * FROM creature_template
Error in creature_template table, probably sql file format was updated (there sh
ould be 83 fields in sql).

Posted
It seems that the SQL Files aren't working with latest YTDB

Loading Creature templates...
[0 ms] SQL: SELECT MAX(entry) FROM creature_template
[0 ms] SQL: SELECT COUNT(*) FROM creature_template
[15 ms] SQL: SELECT * FROM creature_template
Error in creature_template table, probably sql file format was updated (there sh
ould be 83 fields in sql).

did you applied SQL part of vehicle patch to your YTDB ?

Posted
It seems that the SQL Files aren't working with latest YTDB

Loading Creature templates...
[0 ms] SQL: SELECT MAX(entry) FROM creature_template
[0 ms] SQL: SELECT COUNT(*) FROM creature_template
[15 ms] SQL: SELECT * FROM creature_template
Error in creature_template table, probably sql file format was updated (there sh
ould be 83 fields in sql).

Run this patch in mangos database:

ALTER TABLE creature_addon DROP COLUMN vehicle_id;
ALTER TABLE creature_addon DROP COLUMN passengers;
ALTER TABLE creature_template_addon DROP COLUMN vehicle_id;
ALTER TABLE creature_template_addon DROP COLUMN passengers;
ALTER TABLE creature_template DROP COLUMN VehicleEntry;

Posted
Yes, I did apply

this one: http://pastebin.com/w2rLg6h0

@wellqfk

I don't have a VehicleEntry column on creature_template

the other tables are OK

There isn't a VehicleEntry column in creature_template on ether YTDB or UDB for Mangos maybe for Trinity and no I just verified that the script works by copy and paste intop a new notepad file and running it. As to your error the only thing I can think of is

const char CreatureDataAddonInfofmt[]="iiiiiiiss";

const char CreatureInfoAddonInfofmt[]="iiiiiiiss";

These two lines were changed about a month ago now and they gave me errors like this during that time because the vehicles had some kind of strange merge error BUT nether line changes creature_template that I can see of.

Posted

I can't see what you mean

I'm running with clean mangos and ytdb

and my SQLStorage.cpp is exactly like that

am I missing some patch?

sorry for bothering, I'm new here

Posted

you didn't merge the vehicle patch into your clean mangos?

maybe thats the problem,

mangos doesn't support Vehicle nativly,yet

the Patch is under development and needs own Merging

hope it helped

Posted
I can't see what you mean

I'm running with clean mangos and ytdb

and my SQLStorage.cpp is exactly like that

am I missing some patch?

sorry for bothering, I'm new here

I know this get confusing as hell. Follow the link I give in this post to get the patch I'm using. I created it to simplify my repo for every build I make and fix the mistakes I make and have to start over...lol It's wojto's repo updated with Muli-Seat Mounts included and my fixes...It is complete with all required sql's.

Go to: http://daviper.pastebin.org/939127 and click on Download button

2) Apply to a clean repo.

3) Add whatever mods you like.

4) Compile.

Hope this helps you and no Mangos DB's don't have Vehicle_Entry column in creature_template unless somebody is creating something special and hasn't put it up here.

Posted
Excuse me, but you missed the BattlegroundSA.cpp part

I'm glad that you know vehicles so good, I thought I was helping you with the patch I've been using that does work, BUT seeing that you know so much about it then fix it your self! Now I know why DaemonCantor refuses to help anyone now!

Posted
I'm glad that you know vehicles so good, I thought I was helping you with the patch I've been using that does work, BUT seeing that you know so much about it then fix it your self! Now I know why DaemonCantor refuses to help anyone now!

the best way is to sit back and watch!

Thanks for the patch tough.

Posted

What did I say?

Sorry for anything I said

Thank you for the patch, but it didn't worked for me

I just tried to patch, and it gives me an error saying the patch unexpectedly ends in the middle of a line

Posted

Have you tried hand-editing the patch into your source tree? That works wonders for me when all those patching utilities fail (and usually do).

Can't beat the human brain for versatility. It's the ultimate general purpose computer!

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