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Toinan67

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Everything posted by Toinan67

  1. Well, I didn't know cataclysm was already released... Just wait for blizzard to release the official game before talking about it...
  2. A restart of Mysql = Mysql server stop for a few seconds (then starts again). During those few seconds, MaNGOS has absolutely no access to the DB. Big problem! Anyway, Mysql server shouldn't be restarted while MaNGOS is running. Does Mysql restart randomly?
  3. I wasn't talking about the map-duplicating, I was asking you what did you modify to allow players to join BG while they are in another BG?
  4. What did you do actually?
  5. I didn't know that, thanks. So riname, just delete the condition above, it should work correctly
  6. No idea, maybe mangos devs don't find it useful? Except for SD2 scripts that have access to the DB, I don't think it is really useful. And at runtime, if the Mysql server stop...the MaNGOS server cannot work, with or without auto reconnect ^^
  7. Hi, File src/shared/Database/DatabaseMysql.cpp PExecute("SET NAMES `utf8`"); PExecute("SET CHARACTER SET `utf8`"); + my_bool my_true = (my_bool)1; + mysql_options(mMysql, MYSQL_OPT_RECONNECT, &my_true)); It should work
  8. It's quite simple actually on Quice. Tab creature template, at the right, you can find a equipement_id field. You must enter a equipement_id (and NOT entry of an item). You can't equip every item; you can find an existing NPC with the weapon you'd like to equip, then see what is in the equipement_id field, and copy/paste to your npc
  9. Hi, Have a look at BattleGroundHandler.cpp, method HandleBattlemasterJoinOpcode you'll find that : // ignore if player is already in BG if (_player->InBattleGround()) return; You should know what to do know EDIT : But be careful, it may cause some troubles if the player is suddenly teleported to another BG...
  10. Well...it worked! Thanks! I really didn't think of that
  11. Hi everyone, As the title says, I'm trying to make a creature attackable, but that doesn't do anything. I'd want this creature to stay where she is, to never target anyone, to never move, just as if nothing happen. But, this creature should be attackable by players. I've tried all I could : DISABLE_MOVE in unit_flags (no effect) PASSIVE in unit_flags (moves when I attack) NullAI in AIName (no effect, maybe because I have something in ScriptName ?) ROOTED in dynamiflags etc, etc, etc... It seems like if you put something in ScriptName, the creature always moves. Is there a way to stop it? Thanks
  12. Mangos Version: 9788 Custom Patches: none SD2 Version: 1677 Database Name and Version : YTDB 0.13.3_R544 How it SHOULD work: When you cast Arcanes Missiles, the missiles should travel from the caster to the target How it DOES work: The missiles don't go from the caster to the target, seems like the target itself casts the spell on itself oO You can see the missiles going from the ground (under the target) to the target, or sometimes, from the middle of the target to the top, ...
  13. Hello, It would be nice to say what config values you're talking about
  14. If someone could, that's probably what he would do
  15. What problem this patch is supposed to fix? It would be nice to specify Edit : Ok, thanks for the patch!
  16. Well...new to MMORPG servers? You can see "Segmentation fault" at the end of the logs, that's the reason of the crash. It may come from anywhere, you just have to deal with it...sometimes, your server crashes, all you can do is restart it
  17. You could add a "m_playerXpRate" attribute in the Player class. Then, in Player::LoadFromDB, just see if the player has recruited a friend (with your own custom table or whatever you want) If so : m_playerXpRate = 2 (200% xp, for example) If he didn't recruit someone, m_playerXpRate = 1 (100% xp) Finally, in Player::GiveXP, just make the right calculations before adding the XP (multiply newXP with m_playerXpRate), and that's all. This is a VERY hacky way, but it may work
  18. I suggest not to do .reset spell : if you do this, players won't have mounts, pets, etc, anymore. The only way to fix this...is to find EACH spell illegally learnt by players
  19. I just wanted to know, if I truncate character_spell and character_talent, players will still have their default spells ? Their skills? A lot of players learned "illegal" spells with this little problem, and I'm trying to fix it. If they just have to rebuild their talent tree it's not a big deal...so should I truncate character_spell / character_talent?
  20. THANKS a lot man. Emotes work, that's truly awesome! For Debian user : chown -R www-data wowarmory
  21. Hi, First of all, thanks a lot for your work Shadez, it's truly great! But I have a problem, the 3D viewer doesn't work. I've uploaded all the models in the wowarmory/models directory, the viewer shows "Loading..." then stops loading, sometimes 10%, sometimes 50%, sometimes 80... Does someone have the same issue? Thanks
  22. Don't you say that! I don't know if you can read english, but on the main page of getmangos, what can we see ? "Our software is not intended for running public servers, and we do not support that." So wtf? MaNGOS tries to make things correctly, no to apply custom patches to be "the first emulator" to do it. If you want those things, you have 2 choices : do it yourself at your own risks, or choose another core... Their are a LOT of basics things which still need to be done, before thinking of vehicles and anticheat. Well, players don't care at all of those basic things, they want new things. But who cares? If you make a public server with MaNGOS, just accept you won't have as much "user-friendly" stuff as other emulators, and stop cry
  23. Some news about this patch? I've patched my server with it on 9509, I have a core-stuck problem on Execute
  24. Crashes confirmed, exactly the same error.
  25. Downloaded the armory 10 min ago, great job ! Very well scripted, clean, beautiful, thanks a LOT Shadez. I wish you will go on Really, it may be the first time I see such a clean project related to MaNGOS Thanks a lot.
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