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[Working]OutdoorPvP r10049+


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Back in the day when I was on the Public Servers I did a lot of PVP, both kinds and was heavy into Arena as well...I could give a little insight into this if you like, I still remember how most of the zones worked and what you had to do to get them. IE Zangrmarsh, you have 2 control points and once you have them then you had to go to a shack on one end of the road or other depending on faction get a flag and run to the center to complete...you had to do this run on foot not mounted. I think every one also remembers you had to complete a minor quest to start the outdoor PVP stuff in Honor Hold which also allowed you to start collecting tokens to redeem basic items needed to handle level 56 to 63 areas.

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As I have said before, there is a lot of inline scripting for each Outdoor PvP zone. It has been my thought that all of it should be handled by ScriptDev2, possibly by adding it to the Battlegrounds section or one devoted solely to Outdoor PvP.

There will still be a need for a basic handler module in MaNGOS, I think. I haven't really been exploring that idea until I've gotten my head fully wrapped around some of this code and what needs to go where.

As for Cataclysm... that has no bearing on what I'm trying to learn now.

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I've tried to merge the latest patch version with the latest Mangos, but I have some compile problems related to ObjectGUID and Grid searchers.

More exactly, related to this:

GameObject * flag = ObjectAccessor::GetGameObjectInWorld(m_capturePointGUID);
GameObject * flag2 = ObjectAccessor::GetGameObjectInWorld(m_Objects[EP_EWT_FLAGS]);

GameObject * flag = ObjectAccessor::GetGameObjectInWorld(m_capturePointGUID);
GameObject * flag2 = ObjectAccessor::GetGameObjectInWorld(m_Objects[m_TowerType]);

GameObject * flag = ObjectAccessor::GetGameObjectInWorld(m_capturePointGUID);

cell.Visit(p, world_unit_searcher, *m_capturePoint->GetMap());
cell.Visit(p, grid_unit_searcher, *m_capturePoint->GetMap());

cell.data.Part.reserved = ALL_DISTRICT;

m_Creatures[type] = MAKE_NEW_GUID(guid, entry, HIGHGUID_UNIT);

Maybe some of you can help with this.

Anyway I'll try to fix those tonight.

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Glad to see you're getting involved, Xfurry. :)

As I said, it's been my hope the entire community would come together and make Outdoor PvP for MaNGOS.

Regarding some of the flags and names in the code, you may want to look at Ambal's map patch. Since it's been accepted into the core, I'm fairly sure it makes changes to map handlers that impacts Outdoor PvP.

Here's his code: https://github.com/Ambal/mangos/commit/ff5232c64809207b5fa59d62e9870f58a36b6f3f

Everyone is welcome to help. If you wait for me, then this will take a long time. I'm still learning and have nowhere near the knowledge of more experienced devs.

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I managed to make this patch partially work.

You can see the updated version here: https://github.com/xfurry/Mangos/commit/c140b3356270808c6d4ccad4f7d14ded5be0fcfa

I haven't test this 100% but I know there are some issues:

General:

Gameobjects - flags don't have artkit;

Eastern Plaguelands:

The towers can't be captured; the whole script needs to be refactored;

Silithus:

Working fine;

Hellfire Peninsula:

The towers are working fine, but the world states need some tunnings;

Zangamarsh:

The towers are working fine; the flag-carrier npc doesn't have gossip (DB issue); world states also need tunnings;

Terrokar Forest:

The towers are workign fine, but the world states need some tunnings;

Nargrand - Halaa:

Basic functionality - needs more research and refactoring;

Grizzly Hills - Venture Bay:

Basic functionality - needs more research and refactoring;

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I managed to make this patch partially work.

You can see the updated version here: https://github.com/xfurry/Mangos/commit/c140b3356270808c6d4ccad4f7d14ded5be0fcfa

I haven't test this 100% but I know there are some issues:

General:

Gameobjects - flags don't have artkit;

Eastern Plaguelands:

The towers can't be captured; the whole script needs to be refactored;

Silithus:

Working fine;

Hellfire Peninsula:

The towers are working fine, but the world states need some tunnings;

Zangamarsh:

The towers are working fine; the flag-carrier npc doesn't have gossip (DB issue); world states also need tunnings;

Terrokar Forest:

The towers are workign fine, but the world states need some tunnings;

Nargrand - Halaa:

Basic functionality - needs more research and refactoring;

Grizzly Hills - Venture Bay:

Basic functionality - needs more research and refactoring;

Well I fixed most of those already some time ago on trinitycore1 continuation, OregonCore. That code we had in the core was also from the original outdoor pvp patch made for mangos and had a few issues like:

- requiring creatures to capture the tower points (remove "hack") - http://bitbucket.org/oregon/oregoncore/changeset/c4ffe56d3cfd

- not having set the artkit initially (only on first update if someone arrives at the location) - http://bitbucket.org/oregon/oregoncore/changeset/15504f118ec4

- EP (eastern plaguelands) not working - http://bitbucket.org/oregon/oregoncore/changeset/3a53d3aba59e

- Redundant EP code (code refactor) - http://bitbucket.org/oregon/oregoncore/changeset/60c526937550

- have no flag spawns on EP - http://bitbucket.org/oregon/oregoncore/changeset/15504f118ec4

- not displaying the correct shrine aura on EP - http://bitbucket.org/oregon/oregoncore/changeset/f2a6dfc86180

- not displaying the flightmasters horde aura if he was summoned for the horder and not being able to use him to fly somewhere

I might help to fix a few in this patch but unfortunately I have no WotLK client nor server ;)

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I would assume initializing and handling the Artkit for Outdoor PvP would be similar, if not identical, to the implementation in the Battlegrounds.

@Xfurry:

Keep up the good work! Some fixes are better than none at all. :)

@stfxpi:

Regardless of which client you have, some basic features ought to still work along the same lines. Any working code you can contribute is appreciated, not just by me but by everyone who wishes to have Outdoor PvP.

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  • 1 month later...
I managed to make this patch partially work.

You can see the updated version here: https://github.com/xfurry/Mangos/commit/c140b3356270808c6d4ccad4f7d14ded5be0fcfa

I haven't test this 100% but I know there are some issues:

General:

Gameobjects - flags don't have artkit;

Eastern Plaguelands:

The towers can't be captured; the whole script needs to be refactored;

Silithus:

Working fine;

Hellfire Peninsula:

The towers are working fine, but the world states need some tunnings;

Zangamarsh:

The towers are working fine; the flag-carrier npc doesn't have gossip (DB issue); world states also need tunnings;

Terrokar Forest:

The towers are workign fine, but the world states need some tunnings;

Nargrand - Halaa:

Basic functionality - needs more research and refactoring;

Grizzly Hills - Venture Bay:

Basic functionality - needs more research and refactoring;

Well I fixed most of those already some time ago on trinitycore1 continuation, OregonCore. That code we had in the core was also from the original outdoor pvp patch made for mangos and had a few issues like:

- requiring creatures to capture the tower points (remove "hack") - http://bitbucket.org/oregon/oregoncore/changeset/c4ffe56d3cfd

- not having set the artkit initially (only on first update if someone arrives at the location) - http://bitbucket.org/oregon/oregoncore/changeset/15504f118ec4

- EP (eastern plaguelands) not working - http://bitbucket.org/oregon/oregoncore/changeset/3a53d3aba59e

- Redundant EP code (code refactor) - http://bitbucket.org/oregon/oregoncore/changeset/60c526937550

- have no flag spawns on EP - http://bitbucket.org/oregon/oregoncore/changeset/15504f118ec4

- not displaying the correct shrine aura on EP - http://bitbucket.org/oregon/oregoncore/changeset/f2a6dfc86180

- not displaying the flightmasters horde aura if he was summoned for the horder and not being able to use him to fly somewhere

I might help to fix a few in this patch but unfortunately I have no WotLK client nor server ;)

I m working for implementation of fixes, I seek also the script for WinterGasp if anyone have this .

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I m working for implementation of fixes, I seek also the script for WinterGasp if anyone have this .

This is great. But I think that first we should focus on the current under development outdoor pvp scripts, and after this are finished and accepted into the main core, then we can focus on Wintergrasp, which still needs vehicles and Go type 33. ;)

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I m working for implementation of fixes, I seek also the script for WinterGasp if anyone have this .

This is great. But I think that first we should focus on the current under development outdoor pvp scripts, and after this are finished and accepted into the main core, then we can focus on Wintergrasp, which still needs vehicles and Go type 33. ;)

Yes, Its true, its can be most easy if you can post the patch file from your git repository for I begin.

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Yes, Its true, its can be most easy if you can post the patch file from your git repository for I begin.

Original patch:

https://github.com/xfurry/ScriptDev2/blob/3784d9ec24f3402478ab8e36cb50b25bd4bb6d65/patches_custom/opvp.patch

Cleanup patch (untested properly)

https://github.com/xfurry/ScriptDev2/blob/3784d9ec24f3402478ab8e36cb50b25bd4bb6d65/patches_custom/p2_opvp_cleanup.patch

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Yes, Its true, its can be most easy if you can post the patch file from your git repository for I begin.

Original patch:

https://github.com/xfurry/ScriptDev2/blob/3784d9ec24f3402478ab8e36cb50b25bd4bb6d65/patches_custom/opvp.patch

Cleanup patch (untested properly)

https://github.com/xfurry/ScriptDev2/blob/3784d9ec24f3402478ab8e36cb50b25bd4bb6d65/patches_custom/p2_opvp_cleanup.patch

I begin with your original patch , its corrupted because we need some conversion typo : example && -> && I fix it and I repost a clean patch for the last mangos rev .

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Yes, Its true, its can be most easy if you can post the patch file from your git repository for I begin.

Original patch:

https://github.com/xfurry/ScriptDev2/blob/3784d9ec24f3402478ab8e36cb50b25bd4bb6d65/patches_custom/opvp.patch

Cleanup patch (untested properly)

https://github.com/xfurry/ScriptDev2/blob/3784d9ec24f3402478ab8e36cb50b25bd4bb6d65/patches_custom/p2_opvp_cleanup.patch

I begin with your original patch , its corrupted because we need some conversion typo : example && -> && I fix it and I repost a clean patch for the last mangos rev .

Corrupted? Wierd...

Try this commit:

https://github.com/xfurry/Mangos/commit/011d70984e81a66ba371672b36a2ce8fb37f4ae6

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hello, I just tried this change for mangos. Once the patch is installed, the compilation stops with this error:

CXXLD mangos-worldd

OutdoorPvPMgr.cpp: (. text +0 xb56): undefined reference to `OutdoorPvPGH: OutdoorPvPGH () '

The version of mangos is 11002. I also use Scriptdev in its latest version, and Ahbot and PlayerBot.

compiles and runs Fedora 13 x64

Sorry I'm french and I do not write English well

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hello, I just tried this change for mangos. Once the patch is installed, the compilation stops with this error:

CXXLD mangos-worldd

OutdoorPvPMgr.cpp: (. text +0 xb56): undefined reference to `OutdoorPvPGH: OutdoorPvPGH () '

The version of mangos is 11002. I also use Scriptdev in its latest version, and Ahbot and PlayerBot.

compiles and runs Fedora 13 x64

Sorry I'm french and I do not write English well

I think that OutdoorPvPGH.h and OutdoorPvPGH.cpp are missing in the Makefile. Anyway I can't make the patch work :S

Patch Updated , add missing files in makefile , you can download in the same url http://tsol.fr/?page_id=159

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I compile the OutdoorPvP

I'm not sure how it works in Terokkar Forest Because the clock should not change and I can not win Hellfire Peninsula areas

Do I have to do something to activate the pvp zones?

The patch is in beta revision many things should not work and need to fix.

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error LNK2001: unresolved external symbol "public: __thiscall OutdoorPvPMgr::OutdoorPvPMgr(void)" (??0OutdoorPvPMgr@@QAE@XZ)
4>game.lib(SpellEffects.obj) : error LNK2001: unresolved external symbol "public: __thiscall OutdoorPvPMgr::OutdoorPvPMgr(void)" (??0OutdoorPvPMgr@@QAE@XZ)
ib(Player.obj) : error LNK2001: unresolved external symbol "public: __thiscall OutdoorPvPMgr::OutdoorPvPMgr(void)" (??0OutdoorPvPMgr@@QAE@XZ)
4>game.lib(SpellAuras.obj) : error LNK2001: unresolved external symbol "public: __thiscall OutdoorPvPMgr::OutdoorPvPMgr(void)" (??0OutdoorPvPMgr@@QAE@XZ)
4>game.lib(GameObject.obj) : error LNK2001: unresolved external symbol "public: __thiscall OutdoorPvPMgr::~OutdoorPvPMgr(void)" (??1OutdoorPvPMgr@@QAE@XZ)

for some reason i get lots of these,almost all object files, i don't know whats wrong but it seems itis something from the outdoor patch, anyways i can solve this ?

i fixed all compile errors,please note that i use playerbot+ahbot+vehicles+mmaps patches.

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error LNK2001: unresolved external symbol "public: __thiscall OutdoorPvPMgr::OutdoorPvPMgr(void)" (??0OutdoorPvPMgr@@QAE@XZ)
4>game.lib(SpellEffects.obj) : error LNK2001: unresolved external symbol "public: __thiscall OutdoorPvPMgr::OutdoorPvPMgr(void)" (??0OutdoorPvPMgr@@QAE@XZ)
ib(Player.obj) : error LNK2001: unresolved external symbol "public: __thiscall OutdoorPvPMgr::OutdoorPvPMgr(void)" (??0OutdoorPvPMgr@@QAE@XZ)
4>game.lib(SpellAuras.obj) : error LNK2001: unresolved external symbol "public: __thiscall OutdoorPvPMgr::OutdoorPvPMgr(void)" (??0OutdoorPvPMgr@@QAE@XZ)
4>game.lib(GameObject.obj) : error LNK2001: unresolved external symbol "public: __thiscall OutdoorPvPMgr::~OutdoorPvPMgr(void)" (??1OutdoorPvPMgr@@QAE@XZ)

for some reason i get lots of these,almost all object files, i don't know whats wrong but it seems itis something from the outdoor patch, anyways i can solve this ?

i fixed all compile errors,please note that i use playerbot+ahbot+vehicles+mmaps patches.

Use this patch http://tsol.fr/?page_id=159.

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