Tuxity
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Posts posted by Tuxity
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Update for last mangos-0.12 : https://gist.github.com/7e7026a5e7abf38f7a04
Add GM Check in CanEnter() function.
Tested & Work very well with 700 players since 2 months
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No this patch it's for the master branch, but it's the same thing pour mangos-0.12 branch you can apply it manually if you want
This patch it's on my server 2 months and works fine (Maybe you need review some files for implement IsEncounterInProgress with SD2)
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No the function canplayerenter() is using before the teleport and canenter() is after the teleport
Now :
1. IsEncounterInProgress ? (Yes)
2. Can not enter in instance and display the message
canenter() it's like a security
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Update for the last rev and fix the 2nd check
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I think this is the way with IsEncounterInProgress(), I going to test this
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diff --git a/src/game/Map.cpp b/src/game/Map.cpp index d260ee8..a2695d1 100644 --- a/src/game/Map.cpp +++ b/src/game/Map.cpp @@ -2379,6 +2379,9 @@ bool InstanceMap::CanEnter(Player *player) // cannot enter while players in the instance are in combat Group *pGroup = player->GetGroup(); - if(pGroup && pGroup->InCombatToInstance(GetInstanceId()) && player->isAlive() && player->GetMapId() != GetId()) + if( pGroup && pGroup->InCombatToInstance(GetInstanceId()) ) { player->SendTransferAborted(GetId(), TRANSFER_ABORT_ZONE_IN_COMBAT); return false; }
Working but the player is teleport to this homebind.
We have to send the message and don't teleport him (lock the portal ?) like other message
i try addif (player->GetGroup()) { if (Map *BindMap = sMapMgr.FindMap(player->GetCorpse()->GetMapId(), player->GetCorpse()->GetInstanceId())) { if (((InstanceMap*)BindMap)->GetInstanceData() && ((InstanceMap*)BindMap)->GetInstanceData()->IsEncounterInProgress()) { if (!player->isAlive()) player->ResurrectPlayer(0.5f); player->SendTransferAborted(mapid, TRANSFER_ABORT_ZONE_IN_COMBAT); return (false); } } }
in bool MapManager::CanPlayerEnter(uint32 mapid, Player* player)
its work for send message for player and just revive him but i have one problem. if player enter map and no other raid member in map == crash
It's crash because if you are alive your player->GetCorpse()->GetInstanceId() doesn't work (we have no corpse)
I think it's better to check in this fonction because she is before the TP, we just have to find the better way =)
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Yes I have already the entry.
The first spell(apply on the caster) is okay and proc the second spell, but the second spell need to target a random player and not the caster
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Hi,
I want your help to debug a spell wich cast another spell on a random player in 100 yard, but i don't know how to do the random selection in the core
i think about GetNextRandomRaidMember() but i'm not sure that it's possible.
Thx
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Ah okay i edit to warn people
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Hi,
for people who have this type of error at launch
2009-02-17 11:37:41 ERROR:MaxPlayerLevel (200) must be in range 1..100. Set to 100.2009-02-17 11:37:41 ERROR:GM.StartLevel (150) must be in range 1..100. Set to 100.
It's because mangos restricted the level max, and it's very annoying for fun serveur who wrote a maxlevel > 100 in their .conf
Totomakers wrote a patch for this error (this is a little fix)
"4"
I repeat it's for fun server only !
thanks,
Flemzard
Edit:
If mangos reduce the maxlevel it's because there is a client instability
cf Vladimir's post under
Snake Trap
in OldBug reports
Posted
It's SD2 part not a MaNGOS part