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Schmoozerd

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Everything posted by Schmoozerd

  1. yes. - see also commit [10352] for details. an example I have somewhere linked at sd2 The reason that this is not yet used anywhere in scripts is, that _maybe_ this will be implemented as side effect of a more advanced system, unkown
  2. windows VC is still supported, cannot see why you removed it (both supported in core and sd2)
  3. shouldn't you be relatively easy (and save) when moving the movement-meshes to terrain manager?
  4. hmm, this is stated to be very likely a problem with windows-git implementation. You should forward this problem to them. I cannot be sure, but I think it is extremely likely that your home-dir name (many many evil accents) is the reason for the failure, so I would suggest to test the git-bash with an easy user-name like "test"
  5. yes - on retail it is the "birthday" of wow. I didn't use this date, but (ofc!)
  6. the config can be modified by anyone who wants something special, and the "N-th" is defined by database entry (as in my example for the 5th birthday-achievement)
  7. try to run add.exe with some parameters, to specify your path. Possibly you have a second wow installation which ad.exe picks to work with and to extract to (don't remember exactly)
  8. What bug does the patch fix? What features does the patch add? This implements support for achievements of type 74 (pvp-title achievements and birthday achievements For which repository revision was the patch created? 11167 1/2 Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread. no Who has been writing this patch? Please include either forum user names or email addresses. me Patch: http://paste2.org/p/1246611 Example entry for 5th birthday-achievement: INSERT INTO achievement_criteria_requirement VALUES (12562, 20, 5, 0); Known problem: The time calculation for years is a bit off to reality, as untill 2100 at least it is never more off than 18h (assuming "birthday time" is set to any time > 1901) However I think we need a more generic and more powerfull way to calculate "calender-events" and hence I think this simple approach is good enough to go (anybody is free to tune a few hours by config)
  9. ScriptEffect is not considered by default as positive spell, so it will only attack enemies. I think it will become difficult to let the ScriptEffect target all nearby units But possible this spell should not target he adds - but the adds are to be handled by the Send Event effect.
  10. a little bump (updated to recent version)
  11. Mangos is at 11124, hence the compile errors.
  12. the very problem about this patch is, that it is very very difficult to be sure that there are no unwanted side-effects I only can say that I am quite sure that in current SD2 there will be no sideeffects with current scripts. If there are sideeffects in normal casts, I cannot tell. (And unfortunately I don't really understand the differences of original caster in case of GO-spells)
  13. hmm, I started to ask around about how following works on retail, and I was told, that: So, this means that I either need information how mobs behave who are following a single boss (in case the boss is dead and they evade) or that maybe I should dropt the idea of following for now, untill the current waypoint system is more flexible.. Would be nice if anyone who knows about this, can give some say!
  14. if the values "28622" is not from dbc (like a creature entry), this should be handled at SD2 spell-dummy script
  15. I think this strongly depends, how the MC-ed players targeting mechanixm works. if they behave like having an own threatlist (tauntable?), then I agree that some basic ControlledPlayerAI needs to be implemented into core; however it also is possible, that they behave like an extention of the Boss' AI, and in this case I think we might get good results with an (generic?) AI-box which bosses can use(*), and which handles the MCed players' actions This might be usable like (PlayerControlledList Player*) DoHandleMCPlayer(Player*, uiDiff, m_creature); - which means, we would not have to worry for complicated script assigning, etc
  16. yes, this is very possible, didn't know that such cases exist (and didn't think to look for them) I don't understand the code about spell-mods very well, you could test http://paste2.org/p/1228987 - should be something similar
  17. sd2 is mainly done (example ragnaros magma burst finally works correctly); MoveChase is the problem, because mobs should not chanse to melee range, but to something like their size. And it is not really clear, how their size is actually described
  18. respawning it by script should work alright. Is no core issue, if you don't know how to respawn, look for examples in sd2 scripts (many chests are handled this way)
  19. if this assert is causing you a crash, than this assert is placed in a good place void CreatureEventAI::UpdateAI(const uint32 diff) { //Check if we are in combat (also updates calls threat update code) bool Combat = m_creature->SelectHostileTarget() && m_creature->getVictim(); .. //Melee Auto-Attack if (Combat && m_MeleeEnabled) DoMeleeAttackIfReady(); So,this must be safe Edit: I cannot understand your crash-log: - No sign of UpdateAI ..
  20. all implemented in core Only for some very special achievements we are still looking for a _nice_ way to do it.
  21. that is quite useless; _if_ the npc is a boss, and _if_ the boss has to be stored in some extra table (to link with stuff), then we know what bosses are: exactly all npcs who are in the linked table, so no need to add an additional custom flag there. If you care about speed, then always can add a bool to Creature m_isDungeonFinderBoss
  22. Use the NPC-entries, this should be good enough and makes live easier for database-maintainers. However I see a few problems: - multi-boss encounters (like 4 horseman, difficult how to handle, but should be possible) - boss encounters, where the boss doesn't die (afaik Keepers in Ulduar only turn friendly, or Majordomo in MC) Perhaps we really should start to implement a simple messaging system..
  23. I strongly suggest to use git bash to handly anything with git. I know it's painfull in the beginning, but git is developped to be used from this perspective, and so most git tools are only really funcitonal with git bash. Also git bash is very very well documented (just look around in the source code management area) You probably want to use something like "git apply < filename"
  24. Then you shold ask at rsa's repro. (At least) The first crash is not related to clean mangos (nor to clean SD2)
  25. another extremely simple way: UPDATE areatrigger_teleport SET required_level=81WHERE target_map = 601; -- Azjol-nerub -- was 67
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