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traponinet

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Everything posted by traponinet

  1. The vehicle system not support vehicle + mount yet and if you want to see Traveler's Tundra Mammoth in action just spawn npc 32640 or npc 32633 (for Draenei only) and for Grand Ice Mammoth just spawn npc 31857 (they are only for fun for now) Edit: not understand what it's: 'meca jarley' and better give me the English name or npc ID
  2. edit: enough with these patches, because there is a good news: Tasssadar / Valhalla-Project is back and you can use: http://github.com/Tasssadar/Valhalla-Project/commits/vehicle
  3. edit: enough with these patches, because there is a good news: Tasssadar / Valhalla-Project is back and you can use: http://github.com/Tasssadar/Valhalla-Project/commits/vehicle
  4. edit: enough with these patches, because there is a good news: Tasssadar / Valhalla-Project is back and you can use: http://github.com/Tasssadar/Valhalla-Project/commits/vehicle
  5. edit: enough with these patches, because there is a good news: Tasssadar / Valhalla-Project is back and you can use: http://github.com/Tasssadar/Valhalla-Project/commits/vehicle
  6. The patch is unusable for now and must be rewritten again, (there are so many new changes in the source code of MaNGOS) we will have to wait until the developer 'Tasssadar' to update their repository (vehicle branch)
  7. edit: enough with these patches, because there is a good news: Tasssadar / Valhalla-Project is back and you can use: http://github.com/Tasssadar/Valhalla-Project/commits/vehicle
  8. edit: enough with these patches, because there is a good news: Tasssadar / Valhalla-Project is back and you can use: http://github.com/Tasssadar/Valhalla-Project/commits/vehicle
  9. @wowquebec reduce the name of patch as v.patch then put the patch in the root directory of MaNGOS source code, and use Git on MaNGOS root folder with this command: patch -p1 < v.patch Note: and do not worry about Hunk #2 succeeded at 1441 (offset 10 lines). and similar lines, because it is normal, this is not an error.
  10. This is not a problem of MaNGOS core, you just have a missing NPC in your database. Here is temporary fix: (just import it into database 'mangos' and try again). INSERT INTO `creature_template` VALUES (36484, 0, 0, 0, 0, 0, 6471, 0, 6471, 0, 'Little Ivory Raptor', '', '', 0, 1, 1, 64, 64, 0, 0, 17, 35, 35, 0, 0.91, '0.3', 0, 1, 2, 0, 0, 1, 2000, 2000, 1, 0, 0, 0, 0, 0, 0, 0, 1, 2, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, '', 0, 3, 1, 1, 0, 0, 0, 0, 0, 0, 0, 140, 1, 0, 0, 0, '');
  11. edit: and end of patches for now.
  12. Use this command: patch -p1 < eye_mangos.patch important: and do not write this: git apply see this example: Welcome to Git (version 1.6.5.1-preview20091022) Run 'git help git' to display the help index. Run 'git help <command>' to display help for specific commands. ACER-PC /c/Source/vehicle (master) $ patch -p1 < eye_mangos.patch patching file `src/game/Map.cpp' patching file `src/game/Object.cpp' patching file `src/game/Spell.h' patching file `src/game/SpellEffects.cpp' ACER-PC /c/Source/vehicle (master) $
  13. Here it's updated patch (eye of acherus) for MaNGOS (source code) rev. 9410 http://filebeam.com/219b91ba1ee89c9e5484831497b3ff2e edit: eye of acherus patch for MaNGOS (source code) rev. 9424 http://filebeam.com/c64dd0230cf50fffca33abebf85880b0 Note: how to patching ScriptDev2 pull ScriptDev2 (source code) with TortoiseSVN or Git, then put the patch in ScriptDev2 main folder and then on ScriptDev2 folder with Git, apply the patch with command: patch -p1 < eye_scriptdev2.patch
  14. Come on guys is not so hard to make a patch by Tasssadar/Valhalla repository (vehicle branch). edit: and end of patches for now
  15. well here is: updated patch (eye_of_acherus) for MaNGOS code rev. 9407 http://filebeam.com/de7bfce3b5abf1a04fe8af5ce207b497 Note: The patch consists of three parts: 1. for mangos source 2. for scriptdev2 source 3. and for database mangos (bad news) known bugs: In the menu-track(Objectives) does not change, that the quest worked or the quest complete.
  16. oops, that comment was wrong and I deleted it.
  17. After any change in the source code of mangos you must to compile again (I mean to start again Build Solution in Microsoft Visual C++) edit: btw here is eye of acherus patch that supports MaNGOS core rev. 9401 (I have not tested it yet, but should works) http://filebeam.com/f874ac74cae529939c6221ad56212920
  18. The difference is here: in the file Vehicle.cpp just find this line: case 28782:InstallAccessory(28768,0,false, false);break; // Acherus Deathcharger and change it like this: case 28782:InstallAccessory(28768,1,true);break; // Acherus Deathcharger and compile or re-compile the mangos core again.
  19. oops, that comment was wrong and I deleted it.
  20. here decision for 'Frostbrood Vanquisher' from 'DK' quest=12779 UPDATE creature_template SET InhabitType = 3 WHERE entry = 28670; edit: you can try so and for other flying vehicles.
  21. Here is a quick solution for the problem through ScriptDev2, just add this in ebon_hold.cpp among others scripts: /*###### ## go_eye_of_acherus ######*/ bool GOHello_go_eye_of_acherus(Player *player, GameObject* _GO) { if (player->GetQuestStatus(12641) == QUEST_STATUS_INCOMPLETE) player->CastSpell(player, 51852, true); return true; } and at the end of the ebon_hold.cpp add this between the others: newscript = new Script; newscript->Name = "go_eye_of_acherus"; newscript->pGOHello = &GOHello_go_eye_of_acherus; newscript->RegisterSelf(); important: and do not forget to comment on these lines in npc_eye_of_acherus code: //m_creature->RemoveMonsterMoveFlag(MONSTER_MOVE_SPLINE_FLY); and: //m_creature->SetMonsterMoveFlags(MONSTER_MOVE_SPLINE_FLY); then compile again only scriptdev2 and last import into database mangos: UPDATE `gameobject_template` SET `ScriptName` = 'go_eye_of_acherus' WHERE `entry` = 191609; DELETE FROM `creature_template_addon` WHERE `entry` = 28511; INSERT INTO `creature_template_addon` (`entry`, `moveflags`) VALUES (28511, 33562624); edit: or get the whole patch again. (fixed) eye of acherus patch for MaNGOS rev.9346 http://filebeam.com/18a2103ff0a57aba41ffc65746d0e548 take it and apply the patch with command: patch -p1 < name.patch (can shorten its name) and remind you again, that the patch is composed of three parts: 1. for mangos source 2. for scriptdev2 source 3. and for database mangos
  22. edit: and end of patches, because there is good news: Tasssadar / Valhalla-Project is back and you can use: http://github.com/Tasssadar/Valhalla-Project/commits/vehicle
  23. you are simply the best, Developers of MaNGOS thanks to all.
  24. edit: and end of patches for now
  25. To avoid a server crash when we logout or exit game, but the eye still is attacked by mobs I just did the eye can not be attacked, so here is how I did it: in ebon_hold.cpp below this line: m_creature->CastSpell(m_creature, 51890, true); add this new line: m_creature->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE); m_creature->CastSpell(m_creature, 51890, true); m_creature->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE); } } } and compiling the ScriptDev2 again only. edit: or can be made with SpellEffects.cpp in the part: void Spell::EffectSummonPosessed(uint32 i) below this line: spawnCreature->DeleteThreatList(); add this new line: spawnCreature->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE); spawnCreature->DeleteThreatList(); spawnCreature->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE); } and compiling the MaNGOS source code
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