Jump to content

Ntsc

Members
  • Posts

    50
  • Joined

  • Last visited

    Never
  • Donations

    0.00 GBP 

About Ntsc

  • Birthday 01/01/1

Ntsc's Achievements

Advanced Member

Advanced Member (3/3)

0

Reputation

  1. Haha my apologies. I've been trying to catch up on everything and I tend to skip over things =\\ Anyway I do think that it should be placed in the core and defined by a database field. EventAI is much slower than any simple HP check you can do in the MaNGOS core (its so bloated ugh). I just wanted to make sure there was a way to "override" it if needed.
  2. Hmm only problem I have is this "Flee at Health < value in conf". Some creatures flee at different percent (ACID shows ~6 scripts currently with large variation on Flee Percent). select * from eventai_scripts where action1_type = 25; Additionally some creatures should flee at full hp when they get in combat. The best example of this is the birds (Wild Sparrowhawk) on top Twilight Ridge (creature id = 22979). This is official behavior and is actually extremely frustrating because they are Red-Aggressive, keep you in combat when they are fleeing, and aggro more mobs...who end up fleeing the moment they are put in combat. Perhaps what is better is allow DB developers "override this value" in db. For example by default field can be NULL or 0 which means use Config value. If there is a value in this field then creature will flee at specified percent of hp.
  3. Ah lol, I always thought we sent the sound id in that op code...oh well, I guess that makes it another "reaction" done client side. Haha, I must be losing my touch with MaNGOS. It has been a while since I've even compiled it let alone coded for MaNGOS.
  4. Your character was female but your model was still male. Client says - hmm ok play female sounds but you still see a male character. I don't know if MaNGOS has fixed this exact issue but that is exactly what was happening. At one time this happened when you were drunk (ironically enough) because the "drunk bits" were near the male / female bit and MaNGOS wasn't handling it correctly. Just to continue a little bit here. The aggro sound played by mobs is actually MaNGOS controlled and uses a DBC file to figure out what sound op code to send to client (the mrgrrlglgl from murlocs for example). Death sounds and all attack, spell sounds are done by the client when animations are triggered. Generally DB or Script only have to write code to play very special sounds such as creature speeches or doors unlocking.
  5. Well as I said in that quote there we probably have the WALK_MODE flag labled wrong. It is probably RUN_MODE. And as I also said I think that Creatures are not effected by it at all. Only players. Creatures movement animation and speed are based on the time given to them in the movement packet. Distance/Time = Speed.
  6. Actually official's "Frozen Account" is just another term for de-activated. At least in the US Realms it is impossible to chose to "Freeze your account". Accounts are active until their payments have run out. So if you cancel your account right now but have 14 days still payed for the account will remain active until those 14 days runout at which time it will become "Frozen".
  7. Ntsc

    Sse 2

    I think that SSE and other optimizations are disabled for compatibility with all compilers and platforms (x86 and x64). SSE 1 is enabled because Vmaps require it. I don't think there is anything preventing you from enabling the other optimizations.
  8. Honestly I don't know the new names. I haven't updated in a while now and probably won't be coding for a few months since Wrath was just released where I live =P The sanctuary zones may be implemented somewhere else in code. I do not know where but I can give you an example of something else that was implemented like this. NPC water walking for example was hard coded in the BuildMovementPacket (Object.cpp).
  9. I personally find no reason for backwards compatibility. All clients provide both old and new content. Only things that really change are player spells and abilities. It is actually possible to implement client backwards compatibility but you'd be making a multiple client compatible server which would require a lot of "hacks" and "workarounds". It is also a lot of useless work that provides no real benefit as older client does not have any features that have been "taken out" beyond player spells/talents.
  10. Kind of a scripting question. It depends on what command you want the Item/NPC to use. I think it would be fine to ask here as some of the GM commands aren't possible from the 3rd party script library (singleton problems). I think changing level is simple. Something like Player->GiveLevel(int); That is possible from 3rd party script library.
  11. I've personally seen this hack before but there isn't any way to detect it server side without hundreds of extra calculations and the chance that you'll ban someone who was simply ported outside of the map by bad code.
  12. UNIT_VIRTUAL_ITEM_SLOT_DISPLAY; UNIT_VIRTUAL_ITEM_INFO; GAMEOBJECT_STATE I think that the first is the items being displayed to other players and on the select character screen. It is an array of structures that lists item display ids and enchants. I don't know the structure off the top of my head. Virtual Item info, I think that is what you see when you press C and open the character pane. Same thing, an array of structures with item info and enchants (also includes gems?). Gameobject state should be fairly obvious. It is a 32bit integer with the "state". Alive, dead, open, closed, activated, etc. I don't know the states but I'm sure they are defined somewhere. They may be specific to the game object (ex only doors can be open, only lights can be activated). As far as your code there may be more to a sanctuary than that simple check. Try looking around the code for more. If there isn't then maybe you have the zone ids wrong. ZoneID is not the same as AreaId.
  13. I've posted this plenty of times... Official does NOT prefix the creatures name in monster text emotes. There are some monster text emotes that do not even have their name in them. All monster text emotes should be forced to use %s for their name if they would like to use it or simply leave that out if they do not. Examples: "%s runs away in fear!" "The walls begin to crumble!" The first would be displayed as "Ntsc runs away in fear!" while the second one should be displayed as "The walls begin to crumble!" with no name prefixed. This also allows users to do things like "%'s mana is low". I think there are a few emotes like this.
  14. I'm curious how 3rd party script libraries like scriptdev2 work with Multithreaded maps. Could you please PM me a crash or two (truncated for only the relevant information). I can't really see how SD2 would be crashing more or less often with multithreaded maps as all scripts that "share information" are on the same map and thus should be in the same thread. Of course I haven't done much research into how the threads are implemented so I might be missing something.
  15. Hey that's two more than me. Anyway good food for thought.
×
×
  • 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