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w12x

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Posts posted by w12x

  1. <div class='quotetop'>QUOTE (kizura @ Jul 1 2008, 02:58 PM) <{POST_SNAPBACK}></div>

    yes I saw this, maybe I did not write clearly what I meant:

    This part should be included into ScriptDev.[/b]

    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 smile.gif

    <div class='quotetop'>QUOTE </div>

    Concerning the entries in mangos_string - this needs some internal talk, since

    some of the words might be part of a trademark.[/b]

    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>

    - In Terrokar Forrest, after the last tower is taken, the second phase starts, and you can not flag this tower completly for your faction. (move the slide to the end of bar)

    - In Nagrand, when a Guard is killed by a bomb (npc) the m_GuardsAlive counter does not decrease.

    - In Zangamarsh multiple players can get a flag to return it to the graveyard. not sure about test conditions, but I think it happens when second player opens the menu before first player gets the flag.[/b]

    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. <div class='quotetop'>QUOTE (Sephiroth1983 @ Jun 10 2008, 11:32 PM) <{POST_SNAPBACK}></div>

    I have some things to ask about this new "pvp system"

    would like to know what happens if on low pop servers one player is alone and capture points

    will he still receive honor/marks or without battle he won't?

    If he will still get points I think this should have a config option to be turned on or off.[/b]

    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.

  4. 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!

  5. <div class='quotetop'>QUOTE (Sephiroth1983 @ Jun 5 2008, 05:35 PM) <{POST_SNAPBACK}></div>

    Triggers should never be deleted, offy use them for quest credits and stuff

    I think those credit markers are for the pvp quests.[/b]

    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).

  6. <div class='quotetop'>QUOTE (Darkman551 @ Jun 1 2008, 05:26 PM) <{POST_SNAPBACK}></div>

    ok thanks for info.

    Any idea how to make them invisible/untargetable/immortal right now?[/b]

    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.

  7. <div class='quotetop'>QUOTE (Darkman551 @ Jun 1 2008, 02:02 PM) <{POST_SNAPBACK}></div>

    Found a Bug in Hellfire peninsula

    When you kill the TriggerSpawns with AOE you can complete 2 of 3 parts of the daily pvp quest without conquering the towers.(Stadium and Broken Hill) Only doesn't work with the "Overlook because there is no spawn that you can kill.[/b]

    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.

  8. <div class='quotetop'>QUOTE (redcore @ May 29 2008, 10:31 AM) <{POST_SNAPBACK}></div>

    Patched revision 5979. Not sure if this issue OPvP related but any advice please. After patching with this patch I have the following SQL errors. Anyway how to safely clean it up?

    SQL: INSERT INTO gameobject VALUES
    ( 60839, 182106, 0, 1, 2569.6, -4772.93, 115.399, 2.72271, 0, 0, 0.978148, 0.207912, 0, 100, 1, 0)
    SQL ERROR: Duplicate entry '182106-0-2569.6--4772.93-115.399' for key 2
    SQL: INSERT INTO gameobject VALUES
    ( 60841, 182106, 0, 1, 2992.63, -3022.95, 125.593, 3.03687, 0, 0, 0.99863, 0.052336, 0, 100, 1, 0)
    SQL ERROR: Duplicate entry '182106-0-2992.63--3022.95-125.593' for key 2
    SQL: INSERT INTO gameobject VALUES
    ( 60843, 182106, 0, 1, 1838.42, -3703.56, 167.713, 0.890118, 0, 0, 0.430511, 0.902585, 0, 100, 1, 0)
    SQL ERROR: Duplicate entry '182106-0-1838.42--3703.56-167.713' for key 2
    SQL: INSERT INTO gameobject VALUES
    ( 60845, 182106, 0, 1, 3148.17, -4365.51, 145.029, 1.53589, 0, 0, 0.694658, 0.71934, 0, 100, 1, 0)
    SQL ERROR: Duplicate entry '182106-0-3148.17--4365.51-145.029' for key 2

    [/b]

    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.

  9. 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 smile.gif)

    - merged the mangos db sqls into one (no new sql queries added)

    Could this be moved to under review section, please? Thanks in advance.

  10. <div class='quotetop'>QUOTE (deleteme @ May 22 2008, 10:21 PM) <{POST_SNAPBACK}></div>

    "Capturing sites map changes" from conquered to neutral is really slow updated sometimes even though the bar pointer is already in the grey area. There is no specific point but it takes definitly longer than it should. LAN latency is between 4 ms and 10 ms. I don't know how updates internally are handled so I mention this even if it is no bug. It just feels slow. ^^[/b]

    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.

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