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w12x

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Everything posted by w12x

  1. <div class='quotetop'>QUOTE (kizura @ Jul 1 2008, 02:58 PM) <{POST_SNAPBACK}></div> Well, that simple event_ai was just a quick solution to make the bomb work, it should probably be done in c++ instead in a less hacky way. But that's up to the 3rd party script libraries to decide <div class='quotetop'>QUOTE </div> You're totally right, maybe something like northwest/south/etc tower would do the trick. Also, thanks for the sql corrections, I include them in next version. <div class='quotetop'>QUOTE (Ramses)</div> Fixed. First post updated. changes: - allow complete taking of the towers in tf - rewrite halaa guard counting - only 1 player can take the flag in zanga - remove mangos. db specs from sql, add a delete query before the added gossip option, thanks to kizura - a typo in the mangos sql - for rev 6217
  2. It is split up in those parts, the only "part" that uses ACID is the acid sql. It is needed only for the bombs in halaa: the use of the fire bomb (spell 31958) summons a trigger npc (18225), that should deal the %damage to the surrounding creatures. This trigger npc uses either SD2 or ACID script to cast spell 31961 on the nearby mobs.
  3. First post updated. changes: - removed the need for additional tables, also don't save the added gos/creatures to db, thanks to Butch3r for the suggestion - fixed a spawning bug in halaa - for rev 6166 - some code cleanup
  4. Sorry for this, I messed this patch up quite a bit, currently it wont teleport to battlegrounds at all. Fix is here: http://pastebin.ca/1052370
  5. <div class='quotetop'>QUOTE (SkeletoN @ Jun 20 2008, 11:41 AM) <{POST_SNAPBACK}></div> It applies without conflict on 6137.
  6. rev: 6133 bug: several spell effects/commands might remove the player from battlegrounds (like hearthstone, astral recall, portal effects, GM summon). This should be handled in Player::TeleportTo() instead of adding it to all the affected functions. author: w12x patch on pastebin
  7. As far as I can tell, this has little to do with this patch, just clean the solution and build again.
  8. <div class='quotetop'>QUOTE (Sephiroth1983 @ Jun 10 2008, 11:32 PM) <{POST_SNAPBACK}></div> As I know, no marks are awarded for capturing points, only for killing enemy faction players (and that is how it's implemented here). It is possible to capture an objective alone (without fighting), like on offi; the only requirement for a faction to capture is to have more players in the direct vicinity of an objective than the other faction does.
  9. Nope, it's not normal, it should have disappeared when leaving the direct vicinity of the objective. With what speed did you move away from the objectives?
  10. First post updated. changes: - for rev 6075 - cleaned up hellfire peninsula, no functionality change - cleaned up how artkits are handled, if you used a previous sql, then run the following query on your world db: <div class='sqltop'>SQL</div><div class='sqlmain'>ALTER TABLE gameobject DROP COLUMN ArtKit; </div> Could this be moved to under review section, please? Thanks in advance. EDIT: thanks for the move!
  11. <div class='quotetop'>QUOTE (Sephiroth1983 @ Jun 5 2008, 05:35 PM) <{POST_SNAPBACK}></div> They are used for quest credits, but their presence in this implementation is unneeded, because when a tower is captured, Player::KilledMonster(entry,guid) is called with the trigger npc's entry and 0 as guid (Player::KilledMonster() doesn't use the second parameter at all, and the entry is hardcoded based on which tower it is).
  12. Well, actually the triggers presence isn't needed, you can safely remove them from the DB, because Player::KilledMonster doesn't use the guid, only the entry of the creature (which is hardcoded in the HP opvp).
  13. For me it applies on 6022 without conflict.
  14. <div class='quotetop'>QUOTE (Darkman551 @ Jun 1 2008, 05:26 PM) <{POST_SNAPBACK}></div> Check http://wiki.udbforums.org/index.php/Creature_template#flags. I'd put UNIT_FLAG_NON_ATTACKABLE + UNIT_FLAG_NOT_SELECTABLE as flags. Also you might set to 0 the modelid_A and modelid_H in the creature template for the trigger npcs, and the modelid in creature to make them invisible. (If this is a bad idea, feel free to tell me, I'm not familiar with setting creature models. Maybe there is a real modelid that is supposed to be invisible.) After the modifications, make sure to delete your client cache.
  15. <div class='quotetop'>QUOTE (Darkman551 @ Jun 1 2008, 02:02 PM) <{POST_SNAPBACK}></div> That's a bug with mangos and/or db, not this patch. You simply shouldn't be able to kill them. Aoe shouldn't hit friendly npcs (long time mangos bug), and they shouldn't be visible / targetable (db bug). Btw, there is an npc in overlook too, just spawned somewhere inside a wall.
  16. No, it doesn't. I just downloaded a clean svn and the patch from pastebin to verify. And please use [ codebox ] tags instead of [ code ].
  17. <div class='quotetop'>QUOTE (redcore @ May 29 2008, 01:23 PM) <{POST_SNAPBACK}></div> For me the conflict was in SpellAuras.cpp Anyway, first post updated for rev 5991, no further changes.
  18. <div class='quotetop'>QUOTE (redcore @ May 29 2008, 10:31 AM) <{POST_SNAPBACK}></div> You have a strange gameobject table structure (at least key). Seems to me that your secondary key prevents spawning in the same place the same entry twice, and seems like I forgot to add a delete to the sql part to remove the initially spawned GOs. <div class='sqltop'>SQL</div><div class='sqlmain'>DELETE FROM gameobject WHERE id = 182106 and position_x IN (2569.6,2992.63,1838.42,3148.17); </div> should solve this.
  19. First post updated. changes: - for rev 5987 - fixed a bug when player could get battle token for his own death (spirit of redemption, last stand etc.) - finally fixed the tower flags in hellfire peninsula (GameObjectArtKit.dbc actually has a raison d'être, to tell me what artkit values to use ) - merged the mangos db sqls into one (no new sql queries added) Could this be moved to under review section, please? Thanks in advance.
  20. <div class='quotetop'>QUOTE (The_Game_Master @ May 28 2008, 10:23 PM) <{POST_SNAPBACK}></div> No, it doesn't... that's a conflict in a comment.
  21. <div class='quotetop'>QUOTE (bugx @ May 28 2008, 03:30 AM) <{POST_SNAPBACK}></div> I wouldn't say it's not good, it simply doesn't exist.
  22. First post updated. changed: added some zone-wide messages when a faction gains control of an objective. possibly more messages are needed. some of the messages are untested.
  23. <div class='quotetop'>QUOTE (deleteme @ May 22 2008, 10:21 PM) <{POST_SNAPBACK}></div> Well, the time to capture is given in DB, gameobject_template table. For GAMEOBJECT_TYPE_CAPTUREPOINT gameobjects data16 is the min, data17 is the max time needed to capture in seconds. I don't have information about how this time varies based on the number of players inside the objective, so I just made it a linear dependency between the given limits. I took the given values as time needed to capture from neutral state, though it might be that it's time needed to capture from enemy controlled. Anyway, it can be easily modified from DB if you feel that it should change faster.
  24. First post updated. changes: - rev 5921. - really fixed the gossip option, mounted capture and tf worldstateui display - fixed the buff in zanga not being added when capturing the gy
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