darkstalker
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Everything posted by darkstalker
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use: Player *VictimP = (Player*)pVictim; or Player *VictimP = dynamic_cast<Player*>(pVictim); dont forget typeid check: if (pVictim->GetTypeId() == TYPEID_PLAYER) ...
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try using STL containers instead of arrays, memset and memcpy in C++ code is bad
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SpellEntry *sfix = const_cast<SpellEntry*>(sSpellStore.LookupEntry(66842)); sfix->EffectImplicitTargetA0 = TARGET_SELF; do all changes before world init
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dbc info is incomplete (and sometimes wrong), it doesnt contain everything, things like creature spawns arent in the dbc
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what its supposed to do?
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[10226][bug+fix] Loot chests spawned by scripts.
darkstalker replied to Auntie Mangos's topic in ... acceptedOld
another "related" bug is that chests ignore group loot rules, so when you open it on raids its like on ffa mode -
flying onyxia was working on latest sd2 releases, pretty good script.
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you can make them cast with a SD2 scripts for copying the caster's look i think you need to assign its display id and equipment ids into the summoned creature, maybe copy from the corpse creation
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I noticed since some time that mangos doesn't check terrain height in LoS calculation so you can cast spells out of los in some situations, like shooting to the WSG graveyard from the ground below. Maybe it just assumes flat terrain, but there are some places with "mountains" (like durotar) that should block LoS, but currently you can cast through them. Did i miss some config option or its just not implemented?
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could generate boundaries from the mesh triangle, and set virtual obstacles outside it, so you can move the unit using ground level (from vmaps i guess) other alternative could be omit the navigation mesh completely and assume unknown terrain, the unit discovers it as long as it moves (update obstacles in visibility range). You do more processing but no need to have precalculated data
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modify the SpellEntry in sSpellStore, not in the file modifying your data structures is legal
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set EffectImplicitTargetA0 = 1 in the dbc
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i thinks that RPPVP mode, from what i know you can change your faction there
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all other combinations are fine, but the concept and implementation works ok
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I got this working on a live server, seems fine. Duno why all people just spams "bump" or "any news", why not just try it out yourself (and improve it), or just want everything handed on a silver plate? only detail i found is that one of the white tauren skins give a black cat form oh, and also found this + case FORM_AQUA: + if(Player::TeamForRace(getRace())==ALLIANCE) + return 2428; + else + return 2428; dead code? or a typo here?
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afte checking out the last version use: git rebase <hash> where <hash> is the revision hash for the rev you want, in this case is d31768fbc6e105ec3d8e6e7b4301af8078d23f59 (you get it from http://github.com/mangos/mangos/commits/master)
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maybe the correct way of implementing the mammoth is with a vehicle, not a regular mount like now
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from what i know, mounts are auras, not npcs
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only thing that works for me is mounting the ulduar vehicles at start, cant cast spells (requires mana or something else), and if a second passenger enters, he cant do anything (doesnt get vehicle bar or the ability to dismount) couldn't figure out to make the multi passenger mammoth to work
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[Fix][8953] Spell::EffectHealthLeech
darkstalker replied to Auntie Mangos's topic in ... acceptedOld
i dont think its correct to use SpellHealingBonus there, the result value of SpellNonMeleeDamageLog already applies spellpower -
you doing make install first? do a "make" first, then the "make install"
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why outdated?
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did you ./configure properly?
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[8874][patch] Extract player skills from data blob
darkstalker replied to Auntie Mangos's topic in ... acceptedOld
why not make a table "player_data" with fields: (playerguid, field, value) would be a lot easier to mantain and update -
here it is: http://paste2.org/p/508697
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