Jump to content

iltuocapo

Members
  • Posts

    99
  • Joined

  • Last visited

  • Days Won

    1
  • Donations

    0.00 GBP 

Everything posted by iltuocapo

  1. For now I suspended research on this. I'm launching realmd and mangosd as ordinary deamons, each one on its own Screen instance.
  2. And by the way, aiplayerbot.conf *is* loaded (in service-mode) without specifying it inside the service file, only ahbot.conf is not...
  3. Sounds logical. Yet, I am positive this *did* work, without -c option for ahbot.conf, as a service at least once before. Odd i'ni? I'll try and add the -c opt and feedback here ciao U
  4. I think I found where the issue stays. Didn't solve it yet though. After rebuilding, if I launch mangosd as a normal binary (./mangosd), ahbot.conf is properly read-in and all works If I launch mangosd as a service (as I configured it earlier as per wiki instructions) ahbot.conf is NOT read-in ! Any clue how to fix this? Thanks ciao U
  5. I got the problem again. Yesterday I rebuilt the whole Zero thing to include playerbots. After the rebuild, again I have AHBOT is Disabled. Unable to open configuration file ../etc/ahbot.conf. in the world-server.log file Needless to say, ahbot.conf staid there since before, nothing changed, no permissions changed etc etc There seems to be no other process tampering with it. Where's the catch?? Thanks U
  6. Without me changing anything else, ahbot started working. Meaning, mangosd now "can" read ahbot.conf. I must conclude that, previously, the conf file appeared busy by whatever other process. Anyhow, solved (by itself) now
  7. world-server.log tells me 2017-05-21 18:25:59 Initialize AuctionHouseBot... 2017-05-21 18:25:59 AHBOT is Disabled. Unable to open configuration file ../etc/ahbot.conf. But the conf file is there, and with the right privileges...
  8. yes. In the etc directory now I have an "ahbot.conf" file, where I have AuctionHouseBot.Seller.Enabled = 1 and AuctionHouseBot.Buyer.Enabled = 1 Btw, I also left AuctionHouseBot.CharacterName = "" as the comments, above, say # Default "" (No owner) Ciao U
  9. Hello I seem not to be able to kickstart AHbot. I did duplicate the default ahbot.conf.dist file into a valid ahbot.conf, with seller and buyer enabled of course. Then restarted mangosd. Log still says "ahbot not enabled". What am I doing wrong? Thanks for continued help ciao U
  10. After damaging Gyth enough, Rend should hop off his mount, and both the Gyth and Rend should continue the fight separately. This does happen. However Gyth's model is not swapped when Rend unmounts. Visually, you are "still" fighting Gyth with Rend on his back + another Rend apart. When Gyth dies, the died mob's model still is the one including Rend on his back.
  11. During Solakar Flamewreath event in UBRS Rookery room, Rookery Hatchers spawning within the 6 2-mob wave before the boss do NOT hatch eggs as they should.
  12. Inside UBRS Rookery, when eggs are hatched, the corresponding whelp spawns at the current hatching player's position, not on top of his hatched egg
  13. The patrol walking up and down on the stairway to Emberseer, is bugged insofar as it aggroes players inside the previous room while the door is still closed ! When this happens, mobs actually attack players a) casters, casting fireballs through the closed door, b) melees walking through the closed door.
  14. Just inside UBRS door, you enter a first room on two levels. On the lower there are 4 side rooms, on the upper level 3 side rooms. Players are supposed to clear the rooms, which extinguishes the flames inside them and opens the stairway's door to proceed. Mobs distribution inside most of the rooms is wrong. How it should be Each room should contain exactly 4 mobs, of which at least 1 Summoner, and 1 Dreadweaver. Mobs inside each room are linked to eachother: pulling any of them pulls the entire room. Outside the last room, on the top level, there are 2 extra orcs. These are not linked with the 4 others inside the room. How it is now Rooms below, clockwise: 1) 6 mobs of which 2x2 Dreadweavers, spawned one on top of eachother. 2) 4 mobs, 1+1 Dread spawned almost one on top of the other. Bad positioning only, here. 3) 5 mobs, with 1+1 Dread spawned almost on top of eachother. 4) 5 mobs, of which 1+1 Summoner, spawned on top of eachother. Rooms above, counterclockwise 5) 4 mobs, of which 1+1 Summoner on top of eachother. So just bad positioning here. 6) 6 mobs, of which 2x2 Summoners, on top of eachother 7) 5 mobs, of which 1+1 Summoner (on top of eo) and 1+1 Dread (same)
  15. You are about right I retried, and a patrol does spawn as long as you progressively go through the fight. In other words, if you kill the boss instantly it does not trigger - it does only if you slowly bring him down in health. That being said, the patrol on Zero is made of 1 single Ogre, while on Retail it was composed of - 1 Bloodaxe Veteran - 1 Spirestone warlord Also, apparently the patrol comes up at about 70% boss health level, when boss emotes "calling for help". see here PS - I'm of course talking about the patrol that spawns after the boss is engaged. There is another single-mob wallking patrol before the boss, but you need to kill that before engaging the boss. Ciao U
  16. Ok it's quite clear that the issue must be "hidden" inside the behaviour of the spell cast by the Orb of Draconic Energy Orb's item # = 12300 Spell being cast # 16053 Too bad spell definitions are not reported in the db, but closed inside the cryptical .dbc files. Any one has a clue here ?
  17. Adding some more info after more testing - On retail, Orb is supposed to be effective when the dragon "Falters", which should happen at 20% health. It supposedly also emotes accordingly. None of this happens on Zero: Orb is useable right from 100% health, and Emberstrife does not emote at 20%. - If you bring him down to <20% and MC him, he very rapidly returns to 100% health !! This is not supposed to happen. Seen this, I .damaged him to 1%, mcd, and immediately pushed Flame of the Black Flight. It worked! So the fixup could probably be: AVOID for Emberstrife to regain health when MCd. And if we make 1+1 (Orb usable at 100%, Orb making Emberstrife regain health), this sounds like that Orb is the place to look for bugs. I'll investigate on Orb's scripting.
  18. While testing LBRS functionality with a HORDE test char, I took Bijou's belongings quest, found the box, turned in and.... I found myself with an ALLIANCE followup in my questlog. Correct Horde questline should be (optional) 4981 breadcrumb which I did not check 4982 Bijiou's Belongings -> 4983 Bijou's Reconaissance Report Instead, as a Horde char, I got the ALLIANCE versions !! 5001 Bijiou's Belongings -> 5002 Message to Maxwell I tracked it down a little bit and the problem probaly stands in the fact that Bijou is keen on offering BOTH "bijou's belongings" quests irregardlessly of the player's faction. Once the player takes "one" belonging's quest, when he turns it in the "right" followup is offered, so an horde player can find himself with an alliance followup on the questlog, and viceversa. The easy fix is to put the right mask inside RequiredRaces fields on relevant quest records: 4982 -> horde -> 178 5001 -> alliance -> 77 Ciao U
  19. Two bugs here 1) Orb of Draconic Energy works on Eberstrife even at 100% health. It should only be useable when the mob reaches 10% health. 2) Whatever Emberstrife's health is upon mind control is taken, his Flame of the Black Flight ability is unusable. When clicked, an error "Your pet is in combat" is displayed. Bug #2 prevents quest to be completed.
  20. After killing (or sometime during fight with - I'm not 100% sure) Overlord Wyrhmthalak in LRBS a patrol must spawn right at the basement of the last up-slope to reach him, and they should run towards the boss (and the players' group). This does not happen on Zero now.
  21. Boss Gizrul in LBRS is automatically summoned upon killing Halycon. This is correct. What is NOT correct is that Gizrul spawns right in front of Halycon's lair, instead of all the way upstairs, on the opposite side of the hallway. Gizrul should spawn there, and run down towards Halycon's lair (and the players' group).
  22. When summoning Urok Doomhowl at his pile of skulls inside LBRS, an evident bug takes place: the boss spawns twice: The process is the following - Use the head+pole, start event - Boss spawns, you have to kill him of course <----- this is the wrong step. - Other adds spawn on a sequence, you kill the adds - At the end, boss spawns again (as he normally should). There is also another major bug when compared to retail: spawning adds are supposed to attack THE PIKE, not the player(s). This is how it's supposed to work: The players are supposed to defend the pike, killing the adds. If the adds succeed to damage the pike "enough" (can't remember how much), the event fails and the boss does not spawn. If the players defend the pike, the boss spawns at the end. This is how it currently works on Zero: Adds attack the player(s), not the pike. I tried to look inside the DB but I could not possibly find where the scripts are saved and linked to creature 10584 (Urok) or gameobject 175621 (the pile). No joy. If someone prompts me on where to look at, I'll try to fiddle and maybe fix. Thanks U
  23. I am a bit confused. Where do you have to amend the "hosts" file? On the Mangos server, or on each client ?? Thanks U
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Privacy Policy Terms of Use