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warrior

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Posts posted by warrior

  1. Hi warrior,

    I can't say I have experienced this on my server, however I will need details. Can you describe fully what happens when your player dies. For instance,

    Are you transported to a graveyard?

    Is there an angel in the graveyard to force resurrection?

    What happens when you find your corpse?

    Are there any unusual messages popping up on your client or server?

    The non-resurrection fix would only effect the bots and not the player

    Please get back to me.

    Hello blueboy,

    sry for inconvenience. I`ve found the error, it`s item Lifestone (restore 10 HP every 5 sec) :(. The item seems to bugged, after removing from char everything worked fine.

    Regards warrior

  2. When bots die they are resurrected in stages.

    1. BOTSTATE_DEAD where the bot becomes a ghost, a corpse is created, and the ghost is relocated in the nearest graveyard.

    2. BOTSTATE_DEADRELEASED where the bots ghost is teleported to it's corpse, and then resurrected.

    3. BOTSTATE_NORMAL bot is alive.

    Occasionally bots die in the wrong state (I have noticed that the bot's avatar on the client turns blue). They are

    neither BOTSTATE_DEAD or BOTSTATE_DEADRELEASED. The bot is actually teleported to the players location without a

    ghost. It appears on the minimap, but is invisible. The only way to then resurrect the bot (prior to the fix) was to

    login as the bot, and then get the bot to search for it's corpse. This could be difficult, particularly if you not sure

    where his corpse is.

    PlayerbotAI:UpdateAI() handles resurrection events.

    NOT BOTSTATE_DEAD AND NOT BOTSTATE_DEADRELEASED

    It first clears relevant flags and sets the bot status to BOTSTATE_DEAD.

    BOTSTATE_DEAD

    Unfortunately, these bots already possess a corpse and the condition causes a code loop. I added a state change to

    BOTSTATE_DEADRELEASED, to bypass creating another corpse.

    BOTSTATE_DEADRELEASED bots are now teleported to the corpse and resurrected as normal.

    I have uploaded the fix to github ;)

    Hello Blueboy,

    still i have trouble with bots and resurrecting. I`m using mangos rev 9110 + sd2 rev 1532 + ahbot + vehicle support and playerbot from you.

    When a bot dies everything works well, but when the bot leader, aka the real player dies, he cannot be ressurected. It seems he becomes the same state as the bots prior to the quoted changes.

    I don`t know, if this is fixed with newer releases of playerbot, or if any other mangos user face the same problem. Butt maybe you know what to do.

    Regards warrior

  3. Helllo krz,

    what is Object Activation or how does ir work?

    I can find a spell id and player can cast that spell (in this case i was able to find two spells):

    first: summon templar

    second: summon templar, trigger, this one effects the first as far as i understand

    But always i get damage, altough i have the required stuff equipped and log tells me that aura is in use.

    Could i be done with script ai?

    Regards warrior

  4. Hello Mangos devs,

    i have replaced

    pPlayer->DestroyItemCount(item,1,true,true);

    which first checked inventory then equippment replaced with

    pItem = pPlayer->GetItemByPos( INVENTORY_SLOT_BAG_0, slot);
    if(pItem && pItem->GetEntry() == item)
       pPlayer->DestroyItem(INVENTORY_SLOT_BAG_0, slot, false);

    Is there shorter way to do that?

    Regards warrior

  5. Hello mangos team,

    i changed to pPlayer->CastSpell(pPlayer,24760,true); as TOM_RUS suggested. I have the required items equipped, but instead of summoning the creature, i get damage. Here is my server.log

    2009-09-02 06:52:57 WORLD: Recvd CMSG_GAMEOBJ_USE Message [guid=49314]
    2009-09-02 06:52:57 SD2: player 157622024 has aura 24746.
    2009-09-02 06:52:57 Sending SMSG_SPELL_GO id=24744
    2009-09-02 06:52:57 Spell: Effect : 6
    2009-09-02 06:52:57 Spell: Aura is: 4
    2009-09-02 06:52:57 Aura: construct Spellid : 24744, Aura : 4 Duration : 8000 Target : 1 Damage : 0
    2009-09-02 06:52:57 Aura 4 now is in use
    2009-09-02 06:52:57 WORLD: Recvd CMSG_GAMEOBJ_REPORT_USE Message [in game guid: 49314]
    2009-09-02 06:52:59 WORLD: CMSG_SET_ACTIVE_VOICE_CHANNEL
    2009-09-02 06:52:59 STORAGE_SIZE: 5
            04 00 00 00 00
    2009-09-02 06:53:05 Aura 4 now is remove mode 0

    Any help would be appreciate

    regards warrior

  6. Hello devs,

    i have a question to the coding style of mangos. In Class Player.cpp for example i several method starting with an upper letter, some with lower letter and some starting with underscore. Also what is the purrpose of the Class variables m_. Independent, whether it`s private, protected or public.

    Sry when the wording is not C/C++ style, i`m from the Java world and make my first steps in C++.

    Thanks for help,

    warrior

  7. Please close this issue, aura spellid 24746 is already apllied, when having set 492 equipped.

    2009-08-30 15:33:34 STORAGE: EquipItem slot = 2, item = 20406
    2009-08-30 15:33:35 STORAGE: EquipItem slot = 4, item = 20407
    2009-08-30 15:33:37 STORAGE: EquipItem slot = 0, item = 20408
    2009-08-30 15:33:37 Aura: construct Spellid : 24746, Aura : 4 Duration : 0 Target : 1 Damage : 0
    2009-08-30 15:33:37 Aura 4 now is in use
    

    Sry for inconvenience.

    Regards warrior

  8. Hello,

    sometimes it is needed that a player wears a specific item to trigger a requested action. For special cases here this item is removed from player when activating this action.

    Unfortunatly i cannot find any proper method in Class Player to do that. For example Player->DestroyItemCount also searches the inventory. Is there a prefered way to do that?

    Regards warrior

  9. Yes it is. On 0.12 branch (donno the revision) if you have just one reagent in inventory and you use mixture - reagent just will disappear BUT if it works correctly we should get either required meat or toxic meat, which happens only when we have TWO or more reagents in inventory. I'm also know the analogic quest http://www.wowhead.com/?quest=5206 where Fetid Skulls http://www.wowhead.com/?item=13157 required for creating resonating skulls, and again you need two of them or more or reagents just go waste without creating even grey trash item (there is 50% chance of creating gray item or quest item when the spell works correctly). The more funny thing is players can't complete quest because youll never have two of them in the end to create the final item - Fetid Skulls just stop dropping.

    Thx Ambient,

    i was looking for this Quest as well, as run into the same trouble. AND this happens on master branch also.

    Regards warrior

  10. Maybe i`m wrong, if this the correct thread for this, but i got strange behaviour with this quest.

    You need at least two source items, to transform to one target item. One Source item will still remain in inventory. If you have only one src item in inventory the message "requires source item" will be displayed.

    Maybe this has something to do with the sequence the spells are cast.

    Anyhow this happens in at least one more cases, so maybe this is a general problem?

    Regards warrior

  11. ../../../src/game/Object.h: In member function 'void WorldObject::VisitNearbyObject(const float&, NOTIFIER&) const':
    ../../../src/game/Object.h:480: error: invalid use of undefined type 'struct Map'

    regards warrior

  12. Hallo all,

    when i git pull git://github.com/scamp/mangos.git master i get:

    From git://github.com/scamp/mangos
    * branch            master     -> FETCH_HEAD
    Already up-to-date.

    Is this Path already applied to Mangos?

    When i use git pull git://github.com/HiTmAn/mangos.git mtmaps i get changes. Maybe an update of first post would be necessary.

    Regards warrior

  13. Hello,

    does anybody get this warnings as well?

    [b]Notice[/b]:  Undefined index:  human in [b]/opt/webroot/minimanager/scripts/id_tab.php[/b] on line [b]165[/b]
    
    [b]Notice[/b]:  Undefined index:  orc in [b]/opt/webroot/minimanager/scripts/id_tab.php[/b] on line [b]166[/b]
    
    [b]Notice[/b]:  Undefined index:  dwarf in [b]/opt/webroot/minimanager/scripts/id_tab.php[/b] on line [b]167[/b]
    
    [b]Notice[/b]:  Undefined index:  nightelf in [b]/opt/webroot/minimanager/scripts/id_tab.php[/b] on line [b]168

    Regards warrior

    [/b]

  14. Hello,

    also

    Improved Config (ImpConfig)

    git pull git://github.com/dythzer/mangos.git impconfig

    Description: Adds more configuration options to mangos like starting gold, all class spells, PvP Token system and much more. For a full list of config options, click here.

    Author: Dythzer

    Forum topic: http://www.manground.org/forum/index.php?showtopic=82

    seems to be broken. After applying this patch with git mergetool, no other patch can be applied anymore

    error: Entry 'src/game/CharacterHandler.cpp' would be overwritten by merge. Cannot merge.
    fatal: merging of trees 51f0b6ad2f523fcb182a3fb18d6770e08df0d1a0 and 9d2c251f3eb4feb8783c2e0253affd7ab71b4eb2 failed
    Merge with strategy recursive failed.

    Regards warrior

  15. Hi all,

    is the SVN version https://outdoorpvp.svn.sourceforge.net/svnroot/outdoorpvp/ outdated?

    I get a compile error

    ../../../src/game/OutdoorPvPEP.cpp: In member function 'void OutdoorPvPObjectiveEP_PWT::SummonFlightMaster(uint32)':
    ../../../src/game/OutdoorPvPEP.cpp:693: error: 'struct GossipOption' has no member named 'Option'
    make[3]: *** [OutdoorPvPEP.o] Error 1
    make[3]: Leaving directory `/data/mangos/mangos-rev6870/objdir/src/game'
    make[2]: *** [all-recursive] Error 1
    make[2]: Leaving directory `/data/mangos/mangos-rev6870/objdir/src'
    make[1]: *** [all-recursive] Error 1
    make[1]: Leaving directory `/data/mangos/mangos-rev6870/objdir'
    make: *** [all] Error 2

    Regards warrior

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