BenjaminLSR
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Core Infomation
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The following quest are having a bug: http://www.wowhead.com/quest=1079/covert-ops-alpha http://www.wowhead.com/quest=1080/covert-ops-beta Each quest gives: http://www.wowhead.com/item=5738/covert-ops-pack which needs conditions to reward correct loot based on quest taken, to prevent doubling items etc. Then there we have the actual looted items: 5692 5693 5694 5695 5737 And they cast spells: 6626,6656,6630,6627 All spells trigger events: 694 691 693 692 Two of those events spawn two GOs: 19592,19601 which act as Spell Focuses for the two remaining events. Last but not least, the last two spells should in some way "redirect" the mobs around the respective plans. Problem is to find a credible source of "which mobs", let alone "correct spawns". > Ongoing discussion (+early script) on mangos classic : https://github.com/cmangos/classic-db/issues/26#issuecomment-271074381 How it should look, once fixed:
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/* * Explosive Sheep */ enum { SPELL_EXPLOSIVE_SHEEP_PASSIVE = 4051, SPELL_EXPLOSIVE_SHEEP = 4050 }; struct npc_explosive_sheepAI : ScriptedPetAI { explicit npc_explosive_sheepAI(Creature* pCreature) : ScriptedPetAI(pCreature) { m_creature->SetCanModifyStats(true); if (m_creature->GetCharmInfo()) m_creature->GetCharmInfo()->SetReactState(REACT_AGGRESSIVE); npc_explosive_sheepAI::Reset(); npc_explosive_sheepAI::ResetCreature(); } bool m_bExploded; uint32 m_uiAliveTimer; void Reset() override { } void ResetCreature() override { m_bExploded = false; m_uiAliveTimer = 3 * MINUTE * IN_MILLISECONDS; m_creature->CastSpell(m_creature, SPELL_EXPLOSIVE_SHEEP_PASSIVE, true); } void JustDied(Unit* /*pKiller*/) override { if (auto pPet = m_creature->ToPet()) pPet->DelayedUnsummon(5000, PET_SAVE_AS_DELETED); } void UpdateAI(const uint32 uiDiff) override { if (!m_bExploded) { if (m_uiAliveTimer <= uiDiff) { m_creature->CastSpell(m_creature, SPELL_EXPLOSIVE_SHEEP, true); m_bExploded = true; } else m_uiAliveTimer -= uiDiff; ScriptedPetAI::UpdateAI(uiDiff); } } }; CreatureAI* GetAI_npc_explosive_sheep(Creature* pCreature) { return new npc_explosive_sheepAI(pCreature); } newscript = new Script; newscript->Name = "npc_explosive_sheep"; newscript->GetAI = &GetAI_npc_explosive_sheep; newscript->RegisterSelf(); This is what can be found within elysium core.
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Confirmed !
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Deeprun Tram Drivers on Strike (Tram car movement issues)
BenjaminLSR commented on madmax's bug in Mangos Zero
What about Phase 4 : Fix pathfinding / NPC on transports ? -
Here is a minor request for you guys. During opening cinematic, once you've created your character, you've got that nice slow traveling camera move to introduce your lands. The thing is, you don't see any object, pnj, players away from the character >= Visibility.Distance.Continents.
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Deeprun Tram Drivers on Strike (Tram car movement issues)
BenjaminLSR commented on madmax's bug in Mangos Zero
Any update on this particular topic ? We're still facing sync issue with the tram and we never get the two lines working simultaneously without doing similar workaround from @madmax. -
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