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w12x

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Everything posted by w12x

  1. First post updated. (nty) changes: - for rev 5915 - fixed the mounted check - fixed the tf tower display when locked @deleteme: the trigger visibility is DB problem, zanga works for me, though I haven't tried what happens if a field scout is killed and then respawned. Adding zone-wide messages is easy, but gives even more possibility for incompatibilites when updating revs, and boring to write. Dunno when will I decide to do it. @yiuu: the quest prob is with the db (at least imo), try this: <div class='sqltop'>SQL</div><div class='sqlmain'>update quest_template set reqspellcast1 = 0, reqspellcast2 = 0, reqspellcast3 = 0, reqspellcast4 = 0 where entry in(9664,9665); </div> (nty)
  2. First post updated. Changes: - now the spectral flight master despawns when the plagewood tower turns to neutral, not only on controlling faction change (not tested) - the GO animations (flag changes) should work, but still needs some work. The capture point go flags are alright, the surrounding gos (namely the flags in hellfire peninsula) are off. Thanks to Daimon22 for capturing update packets! Some info about the go animation: - it's done using the GAMEOBJECT_ARTKIT field - the values are 1 - horde, 2 - alliance for go type 29, I assumed this will be the same with other go types, but maybe it's display id dependant. Still needs experimenting. - it needs a new field in gameobject table, without that, the gridunloaded/reloaded gos would have the default animation instead of the correct one.
  3. <div class='quotetop'>QUOTE (Stillhard @ May 16 2008, 09:31 AM) <{POST_SNAPBACK}></div> Yes, it's supposed to. One of the scouts is in DB, the other is spawned by the zangarmarsh outdoor pvp. The query will get rid of the default one.
  4. <div class='quotetop'>QUOTE (Stillhard @ May 16 2008, 09:11 AM) <{POST_SNAPBACK}></div> Sorry, my bad, I forgot to add those deletes to the sql. <div class='sqltop'>SQL</div><div class='sqlmain'>DELETE FROM creature WHERE id IN (18564, 18581); </div> This'll do it. And sorry again. EDIT: added to sql 4.
  5. <div class='quotetop'>QUOTE (Stillhard @ May 16 2008, 07:12 AM) <{POST_SNAPBACK}></div> Probably you didn't apply one of the sqls that removes the first one. The field scouts act as vendor until the 2 side beacons are controlled by one faction; then they get a gossip option of giving you the flag. As soon as someone takes it, the option is removed. In case he dies / drops the flag, and the 2 beacons are still controlled by the given faction, the option is added again.
  6. First post updated. <div class='quotetop'>QUOTE (pistifonok @ May 14 2008, 04:48 PM) <{POST_SNAPBACK}></div> - capturing time is fixed, now based on DB - halaa world states fixed - announcements are boring, sorry (az angoloddal nincs semmi baj és köszi a tesztelést!)
  7. <div class='quotetop'>QUOTE (pistifonok @ May 14 2008, 12:32 PM) <{POST_SNAPBACK}></div> First post updated for 5833.
  8. Thanks a lot! First post updated with crashfix.
  9. <div class='quotetop'>QUOTE (GriffonHeart @ May 10 2008, 06:14 AM) <{POST_SNAPBACK}></div> Good question... Sometime earlier I thought I'll use transactions when cleaning up the spawns, but later it turned out to be unnecessary, so right now for no reason
  10. First post updated. changed: - fixed the update field count in epl - changed the SendInitialWorldStates() function to be able to send world states explicitly for a zone, and not determined by character x/y position (used in HandleUpdateWorldState() function, when client asks for a specific zone) <div class='quotetop'>QUOTE (Riddick @ May 8 2008, 06:26 PM) <{POST_SNAPBACK}></div> Works for me, but modified the patch a bit just to make sure. If you still get this problem, send me a character dump please.
  11. First post updated. changes: - added zangarmarsh, silithus and eastern plaguelands - fixed the neutral part of the capture bar - updated to rev 5782 @ Ntsc: No, I'm storing the states of the objectives in a zone, worldstates are dependant of those, players are kept up-to-date accordingly. @ yiuu: I have no idea
  12. edit by balrok: currently this patch doesn't work anymore.. i will maybe update it somewhere in the first half of 2010 new downloadlocation is: git://github.com/balrok/mangos.git and the branch outdoor and outdoor-0.12 for downloading them I use follwing commands in an already existing git-repo git remote add balrok git://github.com/balrok/mangos.git git fetch balrok git merge balrok outdoor or instead of merge you also can create a patch and then apply it.. git checkout balrok/outdoor git merge origin/master git diff origin/master > outdoor.patch for questions how to use git, please ask then in the source-code-management section in this forum ------------------------------------------- This patch implements the outdoor world pvps for mangos (little cosmetics is most probably needed for them though). Thanks and credits go to Daimon22 for the documentation of world state fields here. What works: - framework to code the outdoor pvps - tower capturing using GAMEOBJECT_TYPE_CAPTURE_POINT type GOs and trigger npcs (entry 12999 seemed unused, so I used that.) - buffs the players of the controlling faction in the associated zones - kill tokens for pvp kills for the killer player's group - the pvp associated quests in silithus, epl, halaa and hellfire peninsula work, with udb 0.10.1 the ones in terokkar forest are set to auto-complete (no requirements) - added a function to objmgr to remove graveyard links by specified ghost zone id, graveyard id and team to support halaa and later zangarmarsh (though probably these graveyard links are already in your db, so you won't notice any change about it) - some other boring stuff Most of the code is reader-friendly except for some debug functions I left in; some parts still need cleanup. Todo: - reset timer for the outdoor pvps (I don't have information about this, whether they can reset when there are active players inside, if they reset when some of the objectives are neutral, in what intervals are they reset etc.) SD2 related - the fire bomb target npc could use a sd2 script to properly attack the nearby mobs (I think the mobs should cast the final damaging spell on themselves to prevent them from attacking the invisible trigger npc) Note: The project files for linux/vc7.10/vc9 are hand-made, so sorry for possible typos (doh!), vc8 is compiler generated. Haven't tested on Linux. I recommend you making a db backup in case you decide to test the patch, I haven't faced any db corruption (char db isn't used by the patch), there might be problems with some spawns not disappearing in halaa (they are supposedly cleaned up at server start in case there is a crash though) Also note that halaa (namely the fire bomb) needs ScriptDev2/ACID to work, without that the players will have hard time killing the guards. Additional note: If you catch a crash, please report it with full backtrace, with optimizations turned off if possible. On windows, make sure to put your .pdb files into your mangos directory after every compile, else the crashlogs just display some gibberish function names with no useful information. Also, the last few dozen lines of the server log can prove valuable (especially with debug logging enabled). FAQ: Q: Is it compatible with <insert something here, totally up to your imagination>? A: I have no idea... err.. sure it is! You might have to make some manual modifications though... Download v38: zip on filebeam zip on sendspace
  13. About the player zones, I think you need a more detailed update. Some objective areas only differ in exploreFlag, not even in areaId. The ab nodes are handled by GO onuse spells, see Spell::EffectOpenLock() and BattleGroundAB::EventPlayerCapturedBanner() for details.
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