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traponinet

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Posts posted by traponinet

  1. hi to all ^^

    Mangos revision 9549: meca jarley and traveler mamut,doesen't work but tanks,works fine.

    any idea for meca jarley and traveler mamut(traveler mamut can transport 2 friends,and have 3 vendors).

    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. Just need some update to get compatible with mangos master 9550. Having some errors with clear mangos in patch applying :)

    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)

  3. @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.

  4. 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, '');
    

  5. still got errors with patch 9424 with git apply -p1 < eye_mangos.patch on the lastest rev

    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)
    $
    

  6. 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

  7. Okay i have 1 problem..

    When i use patch from traponinet ...Everything is okay but when i use Valhalla source.

    The quest "Into the realm of shadows" (DK Start Zone) crashes the server ..When you jump on the horse and the server is crashing ..

    Any idea ?

    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.

  8. Help please with a newer patch eye of archerus

    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

  9. 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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