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traponinet

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Everything posted by traponinet

  1. maybe You forgot to patch ScriptDev2 with eye_sd2.patch? for me works with both databases: unifieddb_392 or ytdbase_R334_FIX(557). Edit: previous patch removed spell data for gobject 'Eye of Acherus Control Mechanism' and If You do not use fresh new database, then you needs from this: UPDATE gameobject_template SET data10 = 51888 WHERE entry = 191609;
  2. Just mixing the new with the old patch and it works, but do not thank me because this is a collection of hacks and anyone can do it. take it, Eye of Acherus patch for MaNGOS rev.[10254] from here: http://filebeam.com/8cea39a42263bd09b9fcc99cb15481f1 Note: and this is necessary only, if You use the vehicle patch too: UPDATE creature_template SET InhabitType = 3 WHERE entry = 28511; Edit: removed part of the patch in exactly for: MovementHandler.cpp added better script for npc_eye_of_acherus in exactly for: void JustDied(Unit*u) take it, Eye of Acherus patch for MaNGOS rev.[10271] http://filebeam.com/dcef9fa986d77b162aaff18f12ef9f08
  3. see what the author wrote: // remove this assert when not unit casters will be supported but with the vehicle patch they (not unit casters) already supported (I think so that is), and just comment in SpellAuras.cpp this line: //ASSERT(caster->GetObjectGuid().IsUnit()) Note: sorry if this solution is wrong, because not tried it yet.
  4. I look at this list with Vehicle: ID, http://paste2.org/p/880137 zergtmn give it to us (taken by Bli$$ard with sniffer) and of course thanks to zergtmn. and Wojta if you find some time please make us happy, as do an update to your repository (vehicle branch).
  5. What will happens if you do not use all seats(33114 *4) on Flame Leviathan? (but only two of them) You can do test with these: REPLACE INTO creature_template_addon VALUES (33114,0,0,0,0,0,341,'33142 1 33143 2',NULL), (33113,0,0,0,0,0,387,'33114 1 33114 3 33139 7','18950 0 18950 1'); REPLACE INTO vehicle_seat_data VALUES (3832,4), (3833,4), (3834,4), (3044,4), (3075,4), (3076,4); REPLACE INTO vehicle_data VALUES (341,5,62402,0,0,0,0,0,0,0,0,0,0), (387,4,62400,62396,62376,0,0,0,0,0,0,0,0); Note: I spawn the Flame Leviathan with: .debug spawnvehicle 33113 387 near to enemies, and when they attacked me and the Flame Leviathan also attacked me and shows his accessory, but if the Flame Leviathan is alone, then he hides his accessory. (a crazy boss)
  6. On these NPC is true, but You have not understood of what I mean and here's an example of what you can to change: diff --git a/src/game/Creature.cpp b/src/game/Creature.cpp index a7975b2..31020f4 100644 --- a/src/game/Creature.cpp +++ b/src/game/Creature.cpp @@ -1689,7 +1689,7 @@ bool Creature::CanInitiateAttack() if (hasUnitState(UNIT_STAT_STUNNED | UNIT_STAT_DIED)) return false; - if (HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_NOT_SELECTABLE)) + if (HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_NOT_SELECTABLE | UNIT_FLAG_PLAYER_CONTROLLED)) return false; if (isPassiveToHostile()) Edit: apologies to Wojta, for my spam post.
  7. Just comment in SpellAuras.cpp in section Aura::HandleModPossess this row: //((Creature*)target)->AIM_Initialize(); (important: comment only the upper row, because it has twice.) or take ready for use: The Eye of Acherus patch for MaNGOS rev. [10109] to [10155] the last. http://filebeam.com/1afdebc83eabc70f271df8ef55f52bac Thanks to tester20 and SilverIce. Note: unifieddb still needs fixes to can be seen the mobs in New Avalon village. and this is necessary only, if You use the vehicle patch: UPDATE creature_template SET InhabitType = 3 WHERE entry = 28511; Edit: necessary again to rewrite the source code of the patch, because it does not work after MaNGOS commit [10156]. (but I have no knowledge) and so We will have to wait.
  8. Does anyone have this problem?: After this Commit [10077] when using spells of the vehicle it does not count the killed creatures, which a quest requires. For example DK quests: Massacre At Light's Point and An End To All Things... Edit: Nobody has a such problem? well then it's only me. :confused:
  9. Wojta's repo already has update and of course this is better than vehicle patch: http://github.com/Tasssadar/Valhalla-Project/commits/vehicle to MaNGOS rev [10100] Note: works with client Live patch 3.3.5 (MaNGOS branch 335) Thanks to Wojta.
  10. I am not the author of this patch! I've used only zergtmn's repository, and maybe if zergtmn prohibit creatures-vehicles to fight (non-combat with NPC) will be better.
  11. This is only the patch for multiseat mounts, but absolutely incompatible with Wojta's repository. http://github.com/zergtmn/mangos/commits/multiseat_mounts Edit: Tell me what the vehicles missing you from Wojta's repository, then I will try to convert them to works with new vehicle multiseat_mounts patch.
  12. I tested it with clean MaNGOS Rev.10075 (no other patches) and clean ytdbase Rev.327-R552 on OS Windows 7 (compiled by MS Visual C++ 2008 E.E.) and patch works well, no crashes during the test. I take a friends in the group (Invite) and I can ride them on my bike or mammoth. (also I can eject them if necessary) Then tried DK quests, that requiring vehicle: 'Grand Theft Palomino' and 'Into the Realm of Shadows' and they can be completed (but with hack which I give for Acherus Deathcharger and quest 12687) for me this patch works for now. Edit: @Cartman87 You can try to apply the patch with command: patch -p1 < v.patch
  13. Do You want the Traveler's Tundra Mammoth and Choppers (Mechano-hog and Mekgineer's Chopper) to works like mount+vehicle, then use zergtmn's vehicle patch: http://github.com/zergtmn/mangos/commits/vehicle Thanks to zergtmn.
  14. Hello users of the vehicle patch, if you have such an crash: Call stack: Vehicle::RellocatePassengers+ ... then just revert part of the Wojta's patch for "Passenger relocation in vehicle". diff --git a/src/game/Object.cpp b/src/game/Object.cpp index 44ed131..ed3c1b5 100644 --- a/src/game/Object.cpp +++ b/src/game/Object.cpp @@ -1115,8 +1115,6 @@ void WorldObject::Relocate(float x, float y, float z, float orientation) if(isType(TYPEMASK_UNIT)) { ((Unit*)this)->m_movementInfo.ChangePosition(x, y, z, orientation); - if(((Creature*)this)->isVehicle()) - ((Vehicle*)this)->RellocatePassengers(GetMap()); } } Edit: I forgot, that it has twice. I mean down below again delete or comment the same two rows.
  15. @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);
  16. 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
  17. take it: updated patch (eye_of_acherus) for MaNGOS code rev. [9948] http://filebeam.com/69b936586f5712b1bcf920beb25b2713 known bugs: In the menu-track (Objectives) does not change, that the targets are analyzed or the quest complete. Note: (if you want Objectives menu to works, then use SilverIce's [patch] Camera system and of course this patch, but without hack data in Map.cpp).
  18. You certainly use unifieddb, right? then just import these fixes in the database mangos: REPLACE INTO `gameobject` (`id`,`map`,`spawnMask`,`phaseMask`,`position_x`,`position_y`,`position_z`, `orientation`,`rotation0`,`rotation1`,`rotation2`,`rotation3`,`spawntimesecs`,`animprogress`,`state`) VALUES (300008, 571, 1, 1, 8432, 702.216, 547.315, 0.900956, 0, 0, 0.435396, 0.900239, 600, 0, 1), (300008, 571, 1, 1, 8481.56, 903.669, 547.293, 1.70287, 0, 0, 0.752227, 0.658904, 600, 0, 1), (300008, 571, 1, 1, 8589.45, 937.076, 548.657, 3.0332, 0, 0, 0.998532, 0.0541679, 600, 0, 1), (300008, 571, 1, 1, 8575.6, 677.852, 547.374, 1.92826, 0, 0, 0.821552, 0.570133, 600, 0, 1); UPDATE gameobject_template SET data0 = 64682 WHERE entry IN (194618,194622); UPDATE creature_template SET minlevel = 80, maxlevel = 80, minhealth = 50000, maxhealth = 50000 WHERE entry IN (33844,33845); UPDATE creature_template SET KillCredit1 = 33339 WHERE entry = 33272; UPDATE creature_template SET KillCredit1 = 33341 WHERE entry = 33229; UPDATE creature_template SET KillCredit1 = 33340 WHERE entry = 33243;
  19. This is patch from Wojta's repository (branch vehicle) clean, only my last fixes added. vehicle patch for MaNGOS core [9946] http://filebeam.com/22f70b071e9d9c1e395e2eb9ba27cc1a Thanks to Wojta that still develops a vehicle. Enjoy Edit: found and fix an incorrect code in GameObject.cpp (thanks to: 'Кот ДаWINчи' ru-mangos.ru)
  20. do not worry, warning not equal to error, but if you want a clean compilation then, just find the rows with warning and make fixes such this: in ObjectMgr.cpp - int i=0; - for(int j=0;j<val.size()/2;++j) + uint32 i=0; + for(uint32 j=0; j<val.size()/2; ++j) and in Creature.cpp //fixed speed fur hunter (and summon!?) pets - return 1.15; + return 1.15f;
  21. @vladex, @Mcrizza do not panic that Wojta made a small typo ( missing one _ ) open Spell.cpp and find case TARGET_AREAEFFECT_CUSTOM2: just change to case TARGET_AREAEFFECT_CUSTOM_2:
  22. Developer of vehicle patch is still Wojta and for us remains to check from time to time Wojta's repository http://github.com/Tasssadar/Valhalla-Project/commits/vehicle btw there is an update to MaNGOS rev. [9890] big thanks to Wojta
  23. It's so easy! to apply scriptdev2 patch, just put the patch in ScriptDev2 the main folder and then use Git console on ScriptDev2 main folder with the command: patch -p1 < eye_scriptdev2.patch and what do you expect from the fixes for unifieddb? with these fixes, you can see the mobs in the village New Avalon when the eye goes to analyze the targets.
  24. a little late, but if you still want it: take it: updated patch (eye_of_acherus) for MaNGOS code rev. 9948 http://filebeam.com/69b936586f5712b1bcf920beb25b2713 Note: The patch consists of three parts: 1. for mangos source code 2. for scriptdev2 source code 3. and for database mangos (and fixes for unifieddb only!) known bugs: In the menu-track (Objectives) does not change, that the targets are analyzed or the quest complete.
  25. @Biali do not worry, I can help you, because is not so easy to merge in this case maybe You not know where to put in Player.cpp those: m_camera.SetView(vehicle); and m_camera.ResetView(); because, EnterVehicle and ExitVehicle was moved from Player.cpp to Vehicle.cpp with other names: AddPassenger and RemovePassenger (and camera system no longer use this: SetFarSightGUID) just find in Vehicle.cpp and make changes like those rows: in this section: Vehicle::AddPassenger - ((Player*)unit)->SetFarSightGUID(GetGUID()); + ((Player*)unit)->m_camera.SetView((Vehicle*)this); and in this section: Vehicle::RemovePassenger - ((Player*)unit)->SetFarSightGUID(NULL); + ((Player*)unit)->m_camera.ResetView(); Edit: if for you still difficult to merge, then I can do Camera patch, that you will apply after vehicle patch, but just ask for a patch in SilverIce's thread: [patch] Camera system.
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