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getMaNGOS Eluna Developer
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Rochet2 last won the day on December 29 2018

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About Rochet2

  • Birthday 01/01/1940

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Community Answers

  1. http://www.elunaengine.com/Unit/GetLevel.html At the top of http://www.elunaengine.com/Player/index.html you can see that "Class Player Inherits all methods from: Object, WorldObject, Unit".
  2. What guide are you following? You are not supposed to separately build ACE when using the default config. And it looks like you are trying to build it. Or are you trying to build some other version of ACE and use it instead of the included one? Have you tried with ACE_USE_EXTERNAL set to false, or is there some reason for using external ACE? In a nutshell you simply: download code, download all additional dependencies (cmake, mysql, ..) then run cmake, run make and that is it. Also you have not yet provided which mangos you are trying to compile.
  3. Replacing ACE is not a trivial thing to do. Maybe before trying to do anythig like that it would be better to ask for help with the errors you get with ACE. You should try post the errors you get when trying to compile your core. Also it would be good to post your system information and installed dependency information, such as versions. At the moment we dont know for example what debian you are running, what the errors were, what mangos you are compiling etc.
  4. The suggested fix may work, but it is a hack around the limitations of the send/receive AI event functionality. Instead of casting gameobject to a creature ReceiveAIEvent could be expanded to cover WorldObject as sender. @Gutterboy I would suggest either trying to rework the send/receive AI event system to allow WorldObject as sender or similar, or then we can use this kind of approach: diff --git a/scripts/eastern_kingdoms/scarlet_enclave/ebon_hold.cpp b/scripts/eastern_kingdoms/scarlet_enclave/ebon_hold.cpp index 30b970c..f51a194 100644 --- a/scripts/eastern_kingdoms/scarlet_enclave/ebon_hold.cpp +++ b/scripts/eastern_kingdoms/scarlet_enclave/ebon_hold.cpp @@ -1001,8 +1001,9 @@ struct npc_unworthy_initiate_anchor : public CreatureScript RegisterCloseInitiate(sender); break; case AI_EVENT_CUSTOM_C: // notify me; @TODO inplement normal ObjectGuid transfer between scripts + if (const GameObjectData* godata = sObjectMgr.GetGOData(data)) { - ObjectGuid guid = ObjectGuid(HIGHGUID_GAMEOBJECT, 0, data); + ObjectGuid guid = ObjectGuid(HIGHGUID_GAMEOBJECT, godata->id, data); if (GameObject *pGo = m_creature->GetMap()->GetGameObject(guid)) NotifyMe(invoker, pGo); break; @Necrovoice The locations are around SD3\scripts\eastern_kingdoms\scarlet_enclave\ebon_hold.cpp(1003) SD3\scripts\eastern_kingdoms\scarlet_enclave\ebon_hold.cpp(1245) It should be noted that I did not test these changes in game.
  5. The problem is that you used Player instead of player. (case sensitive) Player is a global table that contains all player methods. player is the parameter of your Custom_Specialization_Apply function.
  6. Please post the whole code you tried to use.
  7. Rochet2

    global value

    To share data between two files you can also use require mechanic. https://github.com/ElunaLuaEngine/Eluna/blob/master/docs/IMPL_DETAILS.md#script-loading as said in above link, you can use local tbl = require("A") print(tbl[1]) to get a table from a script like: A.lua: return {"Hello world"}
  8. Well, it is not impossible, but it is not intended. The player (or creature etc) can log out or despawn and using the variable would crash or corrupt data without you noticing. Instead you should be storing the guid of the player and each time get the player by guid and check if the return value is nil. If you really want to bend the rules it may be possible to do .. player:SetInvalidation(false) which disables the safety measure for that specific object. That would make you the first one to use it since it was implemented though I believe
  9. Just player. It seems you are using Eluna which is from 2014. Hmm, what core are you using and where did you get it from?
  10. Rochet2

    prevent to say

    Try using return false; http://www.elunaengine.com/Global/RegisterPlayerEvent.html Also note that there is a hook for commands too.
  11. It expects a Player object, not a string. A name is a string. So player, not player:GetName(). Seems the documentation is wrong/outdated for the function too. Says it takes in a number when the error clearly says it takes a Player.
  12. It seems that you have chosen to compile in 32 bit but cmake has chosen 64 bit openssl. Maybe easybuild has a problem or maybe you should clear cmake cache or something like that. Or maybe easybuild allows you to choose the library to use and you must choose 32 bit. In general you should probably always prefer to use 64 bit though as that allows the server to use more ram for example. All dependencies must be 32 bit if you are compiling as 32 bit.
  13. Yes. Functions require you to call them on something. For example if you try to get the nearest player, you need to specify what is the center point of that search. If you wanted to get the nearest player of a creature and you have a creature variable called crea crea:GetNearestPlayer()
  14. No, you write the enchantment slot, which is one of the values I posted. An item can have multiple enchantments on it, so you must specify which one of them you want ( so from which enchant slot )
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