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Darkknight900

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Posts posted by Darkknight900

  1. The pet system was completly rewritten by rsa [...]

    [...]author - traponinet - able to independently add to or rewrite it, that is not true for much of the readers ...

    my fault wrong words used x.x

    yeah sure i just wanted to say that this pet system was used by rsa ;) sry for this mistake.

  2. Ok for those that are having trouble getting this patch from filebeam I just put it up

    here:

    http://pastebin.com/0vkKidKb

    Hope this helps...

    please be careful using this version of vehicles. despite the fact that most of the cut right, here are some pieces of the new version of the pets as well (do not know why) from the old Wojta patch. In addition, the work on vehicle realization I am constantly - unfortunately zergtmn it scored.

    addition - absent part of correct spelltargets and spellrules, true pet(vehicle)casting. GO type 33 need separate extracting. in the sum this cut has 80-85% needed code.

    The rewrite of the Regeneration is needed for the different powertypes of the vehicles. The pet system was completly rewritten by rsa and i did not have time to compare my patch with daemons but i think more than 95% percent of this patch is needed would like to say 100%...

    DaemonCantor, I implemented this patch and there are some things missing, like vehicle graphic panel with spells and rider is not always in proper position when mounting on a vehicle (maybe vehicle ids are messed up in the sql file).

    Casting own spells and attacking from a veh also is not implemented. I guess there in an unknown flag in dbc for it.

    I'll take a closer look on this patch in the future.

    This patch was extracted out of the rsa core which use a modifed vehicle system with work of zergtmn. Spell problems you will have are like on the player-side different spells you can also cast with gm so it is not a problem of the vehiclesystem in most cases.

    The attacking on the vehicle is made that your vehicle attacks for you, no autoattack, but a attack every click is possible.

    Also the sql files are not fully correct and also i saw some messing up with the camera on bigger vehicles.

    So we need to develop it further <.<

  3. we all have lives to care for so no problem.

    Yeah that's why i didn't join your group for studying cause i don't have neough time to stay there for learning.

    I also extracted the vehicle system from rsa and for now i'm researching the use of the vehicles or creatures.

  4. When you guys really want the vehicle patch, get it from rsa. There it works for now and yeah also on a clean mangos this vehicle system of rsa works.

    i would like to know something of the development of the training group of Undergarun, vladex, DaemonCantor and so on? Got already an overview, developed already something new?

    I would really appreciate a message from someone of you ;) Also priv messages are welcome, cause maybe this goes a bit too much in offtopic or so ;)

    Just want to know because recently i try to figure out which creatures are vehicles...

    btw. the patch of Daemoncantor needs just one new line at the end of the file then it will work i think @mrelfire

  5. [del]Outside of an instance this Spell "work",[/del] inside an instance the player who got "pulled" (targeted) from the caster, will fly (pulled) straight into the air (up) a specific height. Then he falls.

    This was tested on a clean mangos.

    [del]spell was casted through event_ai, used db ytdb[/del] -> unnecessary, tested on different dbs

    next testings outside an instance i pulled creatures with .cast and they act normal, no pulling.

    if a creature with event_ai was spawned outside the instance the Spell made also just damage and no pull and no bigger bug.

    So the Spell does not work and act strange inside an instance, think of a general bug of "SPELL_EFFECT_PLAYER_PULL" maybe.

    Information to the Spell:

    Category = 1152, SpellIconID = 272, activeIconID = 0, SpellVisual = (11754,0)
    Family SPELLFAMILY_GENERIC, flag 0x00000000 00000000 00000000
    
    SpellSchoolMask = 1 (MASK_PHYSICAL)
    DamageClass = 0 (SPELL_DAMAGE_CLASS_NONE)
    PreventionType = 0 (SPELL_PREVENTION_TYPE_NONE)
    =================================================
    Spell Level = 0, base 0, max 0, maxTarget 0
    
    Category = 1152
    DispelType = 0 (DISPEL_NONE)
    Mechanic = 0 (MECHANIC_NONE)
    SpellRange: (Id 5) "Long Range":
       MinRange = 0, MinRangeFriendly = 0
       MaxRange = 40, MaxRangeFriendly = 40
    
    CastingTime (Id 1) = 0,00
    RecoveryTime: 0 ms, CategoryRecoveryTime: 5000 ms
    StartRecoveryCategory = 133, StartRecoveryTime = 1000,00 ms
    
    Interrupt Flags: 0x00000000, AuraIF 0x00000000, ChannelIF 0x00000000
    Chance = 101, charges - 0
    =================================================
    Effect 0: Id 124 (SPELL_EFFECT_PLAYER_PULL)
    BasePoints = 1
    Targets (6, 0) (TARGET_CHAIN_DAMAGE, NO_TARGET)
    EffectMiscValueA = 400
    
    Effect 1: Id 2 (SPELL_EFFECT_SCHOOL_DAMAGE)
    BasePoints = 5184 to 5817
    Targets (6, 0) (TARGET_CHAIN_DAMAGE, NO_TARGET)

  6. I renamed a thread of me, and on submitting the new Name, there was a php include (i think so there must be an ajax call for this) of the head of the forum.

    mangos_comm_renaming.png

    So this isn't an iframe or a frame just again the mangos forum from the beginning to the page selection Numbers 1 ... 16

    Hope you can fix this. :)

    btw. the renaming was unsuccessful maybe due to a wrong ajax call.

  7. yeah that could be, because every time a commit from mangos changes a file that you have merged anytime there could come an error.

    So just an example:

    you merge the player- and ahbot with the latest patches for rev. 10900 of mangos.

    Now we've got 75 revs more and that changes a file on a specific line.

    These lines are ofcourse you merged them not the same as it was at 10900.

    So you got 2 choices now.

    1.choice: learn how to deal with these errors and fix it

    2.choice: stay a long time on a specific rev. where patches from the mods you use are available.

    so for example rev 10900 you got your patches and megred them with no errors, you can stay at 10900 for maybe 1-2 months.

    then you delete your mangos and get a new one, get again up-to-date patches for your mods and you can stay again some months.

    So you have the choice.

  8. this what i got

    void Unit::SendMonsterMoveByPath(Path<Elem,Node> const& path, uint32 start, uint32 end, SplineFlags flags

    void Unit::SendMonsterMoveByPath(const Path<PathElem,PathNode> &,uint32,uint32,SplineFlags)

    i think this is the way the function must look like in the Unit.h.

    Did you get the same errors?

  9. at first, if you want faster help of the community if you would have an english Visual Studio, cause the non-german can't help you with such a error. (Maybe they can but they can just guess what it could be.)

    Your problem is that you declared the function with

    void function(arg1,arg2,arg3)

    but you define here at Patchhandler.cpp i guess a function like this

    void function(arg1,arg4,arg2,arg9)

    just as an example!

    Btw. i see your mistake ;)

    So first you should check the Line 2153 of the Unit.h.

    'void Unit::SendMonsterMoveByPath(const Path<PathElem,PathNode> &,uint32,uint32,SplineFlags,uint32)'

    Remove the underlined part at the Unit.h and you will be fine.

  10. I hope the downloadable wiki dump will be a feature made available in the near future.

    But is this export page not enough?

    A little work with the AllPages site and then you got a complete dump to this time where you create it. Such feature i think they won't implement, maybe in another form but as a wikidump this export page is the feature already.

    But i must admit a better (and maybe shorter way) to create a complete dump will be also nice.

  11. No there is no no command to do this.

    The only useful advise i found is that you can simply copy the list off Special:AllPages and then paste into an advanced texteditor with an extended Search system so you can use \\n (new line) and \\t (tab).

    This solution i could only test with windows, i used notepad++ for this.

    Just replace all \\t with \\n and you have a list with some gaps between but all Articles are on an separate line ready to export.

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