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kbz

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Everything posted by kbz

  1. 2 year old thread... I'm pretty sure it was just a discussion about latency tweaks, no patches whatsoever...
  2. happens when party leader uses a mode not available for the instance... like old-school raids (by default they are 10-man normal) if you change to 10hc/25/25hc you wont be able to enter.. however i Haven't got " normal difficulty mode is not available for.. "
  3. ^ not true, however honor for PvP Combat actions (such as capping flags/bases) is not "modified" by Rate.Honor
  4. kbz

    MMaps Redux

    small question out of the blue: what is the performance impact vs clean mangos core? (in %, Mb/Gb) with say.. 1k players?
  5. script the dummy.... play around with either coded AI or EventAI
  6. i can confirm the second part, if caster dies, aura never gets to the "unapply" part leaving the threat modifier on the unit
  7. not sure bout you, but for me this happens every time my server: crashes / restarts/ shutdown->restart. and no, talent respeccing while in instance doesnt affect this behaviour... (for me at least)
  8. same with arcane missiles
  9. i think this is not related to that but to cast flags / positions... on a TC commit long ago (the one which fixed this) changed the way casts worked (using caster position as source of the triggered spells (in this case the missiles)) cant confirm as im not on my PC atm...
  10. 403 Forbidden nginx/0.7.67 ^thats where your link took me to...
  11. ur problem is the lack of knowledge of the game... This comes after Thorium and.. This comes in the same spot... instead of calling game bugs, do more research in the problem (in this case the lack of information about the proffesion)
  12. does Warden detect WPE too? im having issues with players quest-swapping / spell-swapping via this tool
  13. this patch is in the core since revision 10248...
  14. chain lightning and chain healing are doing the same thing...
  15. if you read the description you should know that quest is the one that grants you the "pardon" from your factions by declaring yourself "ally of the king/warchief" all the NPCs will be "orange" towards you but this doesnt make them attack ur chars (faction related).. thats how the quest works.
  16. calendar events are handled clientside... not serverside thats why we cannot fix them
  17. ehm... thats not core related its an SD2 feature... and if "I'm ready" does nothing means you may not be handling GossipSelect for that action
  18. just adding those parameters to your mangos.conf file doesnt do anything if there's no code which applies the data you provide, there's a couple of anticheat implementations, look on some github branches, extract a patch and merge it with your code
  19. i think on retail they change the entry of the vehicle to match the new one (Creature::UpdateEntry(uint32 entry)) however i cant really confirm this (unless its all about setting some variable or just a vehicle script to update the entry when X condition is met
  20. wrong, this is a bug related to updating player's scale on dismounting ,the client still thinks youre mounted when you're not (thus it thinks your as big as if you were mounted) so you cant pass through doorways...
  21. its easy to reproduce: 1: get a fast PC with WoW 2: get a slow PC with WoW 3: load the game on both zone in (2) then (1) about 1 second difference 1 will see 2 but 2 wont see 1 this is dependant on instance-load speed (sadly happens a lot for me =\\)
  22. i did test, and changed a couple of things, progress is updated correctly at client with my changes (grouped timed achievements by timedtype) and added a "start" call b4 calling update... start will be there only to create an entry in m_criteriaFailTimes added more checks to prevent updating achievements which are timed and dont have entries (via scripting hacks or something)
  23. i read your commit and came up with a question... what does progress->counter mean or do? with current code im not so sure bout real functionality with timed achievements which require to do X things in Y time this part: CriteriaProgress* progress = NULL; CriteriaProgressMap::iterator iter = m_criteriaProgress.find(achievementCriteria->ID); if (iter == m_criteriaProgress.end()) progress = &m_criteriaProgress[achievementCriteria->ID]; else progress = &iter->second; progress->changed = true; progress->counter = 0; // Start with given startTime or now progress->date = startTime ? startTime : time(NULL); progress->timedCriteriaFailed = false; // Add to timer map m_criteriaFailTimes[achievementCriteria->ID] = time_t(progress->date + achievementCriteria->timeLimit); SendCriteriaUpdate(achievementCriteria->ID, progress); why do we upate progress->date on every call? say we have to do X thing Y times then b4 sending to client you're telling the client: "achievement just started" on every call and counter is always 0 (idk if counter refers to achievement progress like a bar which counts how many X things have you achieved in Y time) CriteriaProgress* progress = NULL; CriteriaProgressMap::iterator iter = m_criteriaProgress.find(achievementCriteria->ID); if (iter == m_criteriaProgress.end()) { progress = &m_criteriaProgress[achievementCriteria->ID]; progress->changed = true; progress->counter = 0; // Start with given startTime or now progress->date = startTime ? startTime : time(NULL); progress->timedCriteriaFailed = false; // Add to timer map m_criteriaFailTimes[achievementCriteria->ID] = time_t(progress->date + achievementCriteria->timeLimit); } else progress = &iter->second; SendCriteriaUpdate(achievementCriteria->ID, progress); thats my idea, correct me if im mistaken or something if i missed anything
  24. hmm.. afaik, timed achievements are not hmm "mercyfull" meaning: it wont refresh the timer if the achieve already started say you get 49 Whelps for leeroy and the 50th is out of the 15 second frame = fail say you get another one (51th) this one is in the time window if we consider the second Whelp as starter (thats the idea) sadly second case will count as fail as well (since timed achievements start on first call(event/creature/quest)
  25. is there a possibility to hook timed achievements in ScriptedInstance class? im looking towards implementing achievements like... this but i find a limitation as i cannot access Achievement manager to start the timer... (i know its simple to add a timer and make it run, but whats the point if either way you cannot update the achievement progress) the idea is make a call to ScriptedInstance::OnCreatureEnterCombat (this is only for this kind of achievements - not sure if there's a generic way to make this work) (if creature->entry == XXX) then start timed achievement for all players in the map (?), i'd be thankful of any ideas which could guide me towards the correct solution.
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