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Everything posted by madmax
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Any update on this?
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@xfury is this still an issue?
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Creatures near thunderbluff walk in the air
madmax commented on easylife's bug in Archived Reports (Zero)(Resolved issues)
Confirmed as still an issue. [IMG]https://www.getmangos.eu/attachment.php?attachmentid=305[/IMG] -
Release 20 - Loot problem
madmax commented on kstrain's bug in Archived Reports (One)(Resolved issues)
Fixed by commit - [url]https://github.com/mangosone/server/commit/231128df3519fe53d68ac14aca7e38798894c863[/url] -
@antz any update on this?
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Reopening as its not clear in the messages if this issue is fixed or not. Will need someone to confirm.
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Group Loot Zoning Crash
madmax commented on Aparadox's bug in Archived Reports (Zero)(Resolved issues)
Merged and closed. -
No count down timer The Graveyards in Alterac Valley do not ressurect. No Countdown Timer (30sec-0sec) Taken from a bug report - [url]http://www.covenant-wow.com/forums/index.php?topic=290.0[/url]
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Playerbot system and Ahbot are all planned to be moved to there own daemons and will likely receive massive updates/optimizations at the same time. [MENTION=2]antz[/MENTION] could probably give you more detail on whats planned with those.
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libeay32.dll is not placed in the bin folder libeay32.dll is not placed in the bin folder on compile.
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Guide to use Playerbot Key: IDENTIFIER DESCRIPTION BOTNAME Name of the bot Friend name bot or player character Target select target player, corpse or npc (non-player character) | logical OR & logical AND .. multiple instances /command MARCO commands /s chat: SAY /p Chat PARTY /t BOTNAME Chat: TELL BOTNAME /w BOTNAME Chat: Tell BOTNAME < name LINK > name = (shortcut) assign shortcut to command or sub-command Full List of Available PlayerBot AI Commands SAY Commands: SYNTAX DESCRIPTION .bot add BOTBNAME add character to world .bot remove BOTNAME remove character from world Currrently only used with the follow playerbot code: portalzero & portalclassic (All other code uses the new revised ‘orders combat’ command, to set bot roles) SYNTAX DESCRIPTION .bot < co | combatorder > BOTNAME assign bot role MACRO commands: SYNTAX DESCRIPTION /invite BOTNAME bot will auto accept party invite /uninvite BOTNAME bot will auto accept party uninvite TELL/PARTY commands: (Some commands may not be available for certain cores) SYNTAX DESCRIPTION assist TARGET bots(s) assist the character(s) listed, attacking as they attack. attack TARGET Order bot(s) to attack selected target, similar to the way a pet can attack auction Order bot(s) to seek out auctioneer closeby and display bot’s active 1< Auction LINK >.. auction (a)dd 1< ItemLINK >.. Order bot to seek out auctioneer closeby and add 1< ItemLINK >.. auction (r)emove 1< Auction LINK >.. Order bot to seek out auctioneer closeby and remove 1< Auction LINK >.. bank Order bot(s) to seek out banker closeby and list bot’s bank balance bank (d)eposit 1< ItemLINK >.. Order bot to seek out banker closeby and deposit 1< ItemLINK >.. in bank bank (w)ithdraw 1< Item LINK >.. Order bot to seek out banker closeby and withdraw 1< ItemLINK >.. from bank (b)uy 1< Item LINK >.. Order bot to seek out vendor closeby and buy 1< ItemLINK >.. ©ast SPELL SPELL = > collect Shows collect OBJECT options and current collect status collect OBJECT Sets collect status, OBJECT = < all none combat loot objects profession quest > craft 1< Recipe LINK>.. Creates all listed recipes, if known by bot craft 1< Recipe LINK > all Creates multiple instances of a recipe, if known by bot craft (a)lchemy Shows all alchemy recipes 1< Recipe LINK >, if learnt by bot craft (b)lacksmithing Shows all blacksmithing recipes 1< Recipe LINK >, if learnt by bot craft (c)ooking Shows all cooking recipes 1< Recipe LINK >, if learnt by bot craft (e)ngineering Shows all engineering recipes 1< Recipe LINK >, if learn by bot craft (f)irstaid Shows all first-aid recipes 1< Recipe LINK >, if learnt by bot craft (i)nscription Shows all inscription recipes 1< Recipe LINK >, if learn by bot craft (j)ewelcrafting Shows all jewelcrafting recipes 1< Recipe LINK >, if learnt by bot craft (l)eatherworking Shows all leatherworking recipes 1< Recipe LINK >, if learnt by bot craft (m)agic Shows all craftable enchantment (e.g wands etc..) recipes1< Recipe LINK >, if learnt by bot craft (s)melting Shows all ore smelting recipes 1< Recipe LINK >, if learnt by bot craft (t)ailoring Shows all tailoring recipes 1< Recipe LINK >, if learnt by bot drop 1< Item LINK >.. Order bot to drop and destroy specified items 1< Item LINK>.. drop all When bot(s) inventory becomes full, drop all low level items. enchant Lists all enchantments 1< Spell LINK >, learnt by the bot enchant 1< Spell LINK>.. Enchants selected tradable 1< Item LINK > either equipped or in bag (e)quip 1< Item LINK >.. Equip bot with containers, weapons, armour and trinkets from it’s inventory (e)quip auto on Turns auto equip ON, also does an immediate check (e)quip auto off Turns auto equip OFF. (e)quip auto once Runs auto equip once, then turns it off. (e)quip info Shows equip auto toggle status (ON/OFF). (f)ind 1< GameobjectLINK > Order bot(s) to locate 1< Gameobject LINK > and then wait. Useful in quest objectives follow Order bot(s) to follow player; will also revive bot if dead or teleport bot if far away follow auto Toggles Automatic Follow Distance (ON/OFF) follow info Shows bot(s) current Automatic Follow Distance, toggle status (ON/OFF) follow far bot(s) follow, farther from master. follow near bot(s) follow, closer to master follow reset bot(s) follow distance reset to original default (g)et 1< GameobjectLINK >.. Fetch the selected 1< Gameobject LINK >.. and then return to the player orders Shows bot’s combat orders orders delay <0-10> Activates a delay before bot(s) start fighting. orders combat ASSIST FRIEND Assist the linked friendly target, focusing our killing power. orders combat HEAL Order bot to heal. Best used on shamans, priests, druids or paladins. orders combat PROTECT FRIEND Protect the listed friendly target, attempting to keep aggro away from the target. orders combat TANK Order bot to tank. Best used on paladins, warriors, druids or death knights. orders combatRESET Resets bot combat orders, as if they’d never been given at all. orders resume Resume combat orders to what they were before logout. mail inbox 1< MailboxLINK > Lists all bot mail from selected 1< Mailbox LINK>. Mail is indexed by 1< Mail ID >.. mail getcash 1< Mail ID >.. Gets money from all selected 1< Mail ID >.. mail getitem 1< Mail ID >.. Gets items from all selected 1< Mail ID >.. mail delete 1< Mail ID >.. Deletes all selected 1< Mail ID >.. pet abandon Abandons active hunter pet. pet tame TARGET Tame selected creature, if bot has ‘tame beast’ spell in spellbook pet spells Shows spells known to bot’s pet. Autocast spells will be shown in green pet cast SPELL SPELL = > pet toggle SPELL SPELL = >toggles autocast for a given spell pet state Shows current react MODE of bot’s pet pet react MODE MODE = <(a)ggresive | (d)efensive | (p)assive> process (d)isenchant1< Item LINK >.. Disenchants a green coloured 1< Item LINK > or better process (m)ill 1< ItemLINK >.. Grinds 5 herbs 1< Item LINK > to produce pigments process (p)rospect 1< Item LINK >.. Searches 5 metal ore 1< Item LINK > for precious gems pull TARGET Pulls the target in a coordinated party/raid manner. pull test bot(s) tell you if they can pull at all (can be used anywhere). pull ready bot(s) tell you if they’re ready to pull right now (to be used on location with valid target). quest List bot’s current quests quest (a)dd 1< QuestLINK >.. Order bot(s) to seek out questgiver closeby and add 1< Quest LINK >.. quest (d)rop 1< QuestLINK > Order bot(s) to abandon 1< Quest LINK > quest (e)nd Order bot(s) to seek out questgiver closeby and turn in all relevant completed quests quest (r)eport Reports all items, creatures or gameobjects the bot(s)need to finish quests quest (l)ist Orders bot(s) to seek out questgiver and show new available 1< Quest LINK >.. quest (c)omplete 1< Quest LINK > Autocompletes (GM Approved) quests, available in database repair 1< Item LINK >.. Order bot to seek out armourer closeby and repair selected 1< Item LINK >.. repair all Order bot(s) to seek out armourer closeby and repair all damaged items equipped, or in bags reset Reset states, orders and loot list (s)ell 1< Item LINK >.. Order bot to seek out vendor closeby and sell 1< ItemLINK >.. (s)ell all One off sale (command does not persist) of all low level white items. skill lists bot(s) 1< Profession LINK >.. primary professions and weapon skills skill (l)earn Order bot(s) to seek out trainer closeby and list available 1< Training LINK >.. skill (l)earn 1< Training LINK >.. Order bot to seek out trainer closeby and learn 1< TrainingLINK >.. skill (u)nlearn 1< Profession LINK > Order bot to seek out trainer closeby & unlearn 1< Profession LINK > & associated spells spells Shows all spells known to bot(s) stats Shows bot(s) available money, free inventory space and estimated item repair costs stay Order bot(s) to stand and not follow the player summon Teleport bot(s) near the player survey Shows all available 1< Gameobject LINK >.., within a local perimeter around the bot use 1< Item LINK >.. Use item (e.g food, drink, etc) use 1< Item LINK >TARGET Use item on TARGET (e.g quest item) SYNTAX DESCRIPTION talent Lists bot(s) 1< Talent LINK >.. & 1< Glyph LINK >.., unspent talent points & cost to reset all talents talent learn 1< Talent LINK >.. Learn selected talent for bot tab or 1< TalentLINK >..→talent> talent reset Order bot to seek out class trainer closeby and reset all talents2 talent spec Lists all talent specs bot(s) can use (Indexed numerically #). talent spec # bot(s) will follow this talent spec. 1 To select , . 2 Tax increases per bot, each time talents are reset.
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Ok, This is working as intended on the test server. Just make sure you don't start this quest via gm command else he wont attack you.
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[quote=antz]Did you try this after reloading the database with the scripting table fix ?[/quote] Same result with the sql applied. This is a script issue.
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Managed to get this working under a GM character (With GM mode set off). I did ".damage 1" to get the NPCs attention. When the quest is grabbed he is supposed to flag red and attack whoever took it, this does not happen. During testing on covenant-wow.com the NPC remained green after grabbing the quest and does not attack.
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[core-zero]mod charm support Copied from github issues: [url]https://github.com/mangoszero/server/issues/26[/url] [COLOR=#999999][FONT=Helvetica][URL="https://github.com/Neilyo-X"]Neilyo-X[/URL] commented [URL="https://github.com/mangoszero/server/issues/26#issue-80858455"]5 days ago[/URL] [/FONT][/COLOR] [COLOR=#333333][FONT=Helvetica][FONT=Helvetica Neue]all spells that used by creature to charm the player are unwork,maybe lack of core support(sorry for my poor english) [/FONT] [/FONT][/COLOR] [QUOTE][COLOR=#333333][FONT=Helvetica Neue]i have found one core which the charm systerm is work right. i will post the code but it is used in TC,not for mangos. i can not read the code very clear.[/FONT][/COLOR] maybe others will have some idea [/QUOTE] [COLOR=#333333][FONT=Helvetica Neue]void Aura::HandleModPossess(bool apply, bool Real) { if(!Real) return;[/FONT][/COLOR] Unit* caster = GetCaster(); if(caster && caster->GetTypeId() == TYPEID_UNIT) { HandleModCharm(apply, Real); return; } if(apply) { if(m_target->getLevel() > m_modifier.m_amount) return; m_target->SetCharmedOrPossessedBy(caster, true); } else m_target->RemoveCharmedOrPossessedBy(caster); } [COLOR=#333333][FONT=Helvetica Neue]Unit* Unit::GetCharm() const { if(uint64 charm_guid = GetCharmGUID()) { if(Unit* pet = ObjectAccessor::GetUnit(*this, charm_guid)) return pet;[/FONT][/COLOR] sLog.outError("Unit::GetCharm: Charmed creature %u not exist.",GUID_LOPART(charm_guid)); const_cast(this)->SetCharm(0); } return NULL; } [COLOR=#333333][FONT=Helvetica Neue]void Unit::SetCharm(Unit* pet) { if(GetTypeId() == TYPEID_PLAYER) SetUInt64Value(UNIT_FIELD_CHARM, pet ? pet->GetGUID() : 0);[/FONT][/COLOR] [h=1]}[/h] [COLOR=#333333][FONT=Helvetica Neue]void Unit::SetCharmedOrPossessedBy(Unit* charmer, bool possess) { if(!charmer) return;[/FONT][/COLOR] assert(!possess || charmer->GetTypeId() == TYPEID_PLAYER); if(this == charmer) return; if(isInFlight()) return; if(GetTypeId() == TYPEID_PLAYER && ((Player*)this)->GetTransport()) return; RemoveUnitMovementFlag(MOVEMENTFLAG_WALK_MODE); CastStop(); CombatStop(); //TODO: CombatStop(true) may cause crash (interrupt spells) DeleteThreatList(); // Charmer stop charming if(charmer->GetTypeId() == TYPEID_PLAYER) ((Player*)charmer)->StopCastingCharm(); // Charmed stop charming if(GetTypeId() == TYPEID_PLAYER) ((Player*)this)->StopCastingCharm(); // StopCastingCharm may remove a possessed pet? if(!IsInWorld()) return; // Set charmed charmer->SetCharm(this); SetCharmerGUID(charmer->GetGUID()); setFaction(charmer->getFaction()); SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE); if(GetTypeId() == TYPEID_UNIT) { ((Creature*)this)->AI()->OnCharmed(true); GetMotionMaster()->Clear(false); GetMotionMaster()->MoveIdle(); } else { if(((Player*)this)->isAFK()) ((Player*)this)->ToggleAFK(); ((Player*)this)->SetViewport(GetGUID(), false); } // Pets already have a properly initialized CharmInfo, don't overwrite it. if(GetTypeId() == TYPEID_PLAYER || GetTypeId() == TYPEID_UNIT && !((Creature*)this)->isPet()) { CharmInfo *charmInfo = InitCharmInfo(); if(possess) charmInfo->InitPossessCreateSpells(); else charmInfo->InitCharmCreateSpells(); } //Set possessed if(possess) { addUnitState(UNIT_STAT_POSSESSED); SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_UNKNOWN5); AddPlayerToVision((Player*)charmer); ((Player*)charmer)->SetViewport(GetGUID(), true); charmer->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE); } // Charm demon else if(GetTypeId() == TYPEID_UNIT && charmer->GetTypeId() == TYPEID_PLAYER && charmer->getClass() == CLASS_WARLOCK) { CreatureInfo const *cinfo = ((Creature*)this)->GetCreatureInfo(); if(cinfo && cinfo->type == CREATURE_TYPE_DEMON) { //to prevent client crash SetFlag(UNIT_FIELD_BYTES_0, 2048); //just to enable stat window if(GetCharmInfo()) GetCharmInfo()->SetPetNumber(objmgr.GeneratePetNumber(), true); //if charmed two demons the same session, the 2nd gets the 1st one's name SetUInt32Value(UNIT_FIELD_PET_NAME_TIMESTAMP, time(NULL)); } } if(possess) ((Player*)charmer)->PossessSpellInitialize(); else if(charmer->GetTypeId() == TYPEID_PLAYER) ((Player*)charmer)->CharmSpellInitialize(); [COLOR=#333333][FONT=Helvetica Neue]}[/FONT][/COLOR] [COLOR=#333333][FONT=Helvetica Neue]void Unit::RemoveCharmedOrPossessedBy(Unit *charmer) { if(!isCharmed()) return;[/FONT][/COLOR] if(!charmer) charmer = GetCharmer(); else if(charmer != GetCharmer()) // one aura overrides another? return; bool possess = hasUnitState(UNIT_STAT_POSSESSED); CastStop(); CombatStop(); //TODO: CombatStop(true) may cause crash (interrupt spells) getHostilRefManager().deleteReferences(); DeleteThreatList(); SetCharmerGUID(0); RestoreFaction(); if(possess) { clearUnitState(UNIT_STAT_POSSESSED); RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_UNKNOWN5); } if(GetTypeId() == TYPEID_UNIT) { if(!((Creature*)this)->isPet()) RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE); ((Creature*)this)->AI()->OnCharmed(false); if(isAlive() && ((Creature*)this)->IsAIEnabled) { if(charmer && !IsFriendlyTo(charmer)) { ((Creature*)this)->AddThreat(charmer, 10000.0f); ((Creature*)this)->AI()->AttackStart(charmer); } else ((Creature*)this)->AI()->EnterEvadeMode(); } } else ((Player*)this)->SetViewport(GetGUID(), true); // If charmer still exists if(!charmer) return; assert(!possess || charmer->GetTypeId() == TYPEID_PLAYER); charmer->SetCharm(0); if(possess) { RemovePlayerFromVision((Player*)charmer); ((Player*)charmer)->SetViewport(charmer->GetGUID(), true); charmer->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE); } // restore UNIT_FIELD_BYTES_0 else if(GetTypeId() == TYPEID_UNIT && charmer->GetTypeId() == TYPEID_PLAYER && charmer->getClass() == CLASS_WARLOCK) { CreatureInfo const *cinfo = ((Creature*)this)->GetCreatureInfo(); if(cinfo && cinfo->type == CREATURE_TYPE_DEMON) { CreatureDataAddon const *cainfo = ((Creature*)this)->GetCreatureAddon(); if(cainfo && cainfo->bytes0 != 0) SetUInt32Value(UNIT_FIELD_BYTES_0, cainfo->bytes0); else RemoveFlag(UNIT_FIELD_BYTES_0, 2048); if(GetCharmInfo()) GetCharmInfo()->SetPetNumber(0, true); else sLog.outError("Aura::HandleModCharm: target="I64FMTD" with typeid=%d has a charm aura but no charm info!", GetGUID(), GetTypeId()); } } if(GetTypeId() == TYPEID_PLAYER || GetTypeId() == TYPEID_UNIT && !((Creature*)this)->isPet()) { DeleteCharmInfo(); } if(possess || charmer->GetTypeId() == TYPEID_PLAYER) { // Remove pet spell action bar WorldPacket data(SMSG_PET_SPELLS, 8); data ((Player*)charmer)->GetSession()->SendPacket(&data); } [COLOR=#333333][FONT=Helvetica Neue]}[/FONT][/COLOR] [COLOR=#333333][FONT=Helvetica Neue]void Unit::RestoreFaction() { if(GetTypeId() == TYPEID_PLAYER) ((Player[I])this)->setFactionForRace(getRace()); else { CreatureInfo const *cinfo = ((Creature[/I])this)->GetCreatureInfo();[/FONT][/COLOR] if(((Creature*)this)->isPet()) { if(Unit* owner = GetOwner()) setFaction(owner->getFaction()); else if(cinfo) setFaction(cinfo->faction_A); } else if(cinfo) // normal creature setFaction(cinfo->faction_A); } [h=1]}[/h][QUOTE][COLOR=#333333][FONT=Helvetica Neue]sorry i know it is hard to read. but this is all the files i can find,maybe will help others to fix the mod charm systerm[/FONT][/COLOR] [/QUOTE]
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Just a few points about the Community Projects area: This area is intended for developers to release tools & scripts The Community Projects area is not to be used for releasing/discussing or linking to repacks Repack developers sending us fixes are asked to either use the Development areas or the tracker [*]If you are posting executable based tools please also post a link to the virustotal report for the file Use this area to show off upcoming tools (screenshots/guides & documentation are welcome and encouraged)
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Identify PlayerBytes in Characters Table under Characters database Currently we store PlayerBytes, Playerbytes2 and Playerflags There is no documentation on how these work, after talking with Chuck he has accepted the challenge of finding out what these are by trying all the different combinations in-game. These are currently decimal values stored in the database, once they have been worked out what they are and how they work we will move onto step two of adding in new fields such as "HairStyle, HairColour, Face" etc. Having these changes in will not only allow us to fully document how these things work but also make future character migrations possible.
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Crash on shutdown / restart
madmax commented on madmax's bug in Archived Reports (Zero)(Resolved issues)
Has to be windows. -
[quote=Chucksta] the damn Gremlins that haunt my PC are the issue :mad: bad, bad gremlins![/quote] [IMG]https://sciencegremlin.files.wordpress.com/2013/08/spongebob-wikia_gremlin.jpg[/IMG]
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Crash on shutdown / restart
madmax commented on madmax's bug in Archived Reports (Zero)(Resolved issues)
This has been confirmed by myself and antz. [U]In future please don't change my issue status[/U], if I set it to confirmed it is confirmed for a reason, in this case has been seen and commented on by users in the dev channel of skype. -
Crash on shutdown / restart
madmax commented on madmax's bug in Archived Reports (Zero)(Resolved issues)
Made some progress and got some source code to come up for the crash from ace. Just putting this link here for antz - [url]http://stackoverflow.com/questions/1702172/terminating-a-thread-gracefully-not-using-terminatethread[/url] -
Crash on shutdown / restart
madmax commented on madmax's bug in Archived Reports (Zero)(Resolved issues)
Closing with Ctrl+c gives this error: [IMG]https://www.getmangos.eu/attachment.php?attachmentid=180[/IMG] From visual studio output: [QUOTE]The thread 0x10e4 has exited with code 0 (0x0). The thread 0x1040 has exited with code 0 (0x0). First-chance exception at 0x74F422CB (KernelBase.dll) in mangosd.exe: 0x40010005: Control-C. [/QUOTE] -
Server freeze on ace during shtudown / restart I know there is already some issues on server shutdown crashes but not a dedicated one to the ace shutdown which is the point of this issue. ---------------- When shutting down Mangosd either via ctrl+c, .server shutdown 0 or .server restart the core currently hangs. A version I was using before christmas (from november) the core would show something about ace no error or something similar and hang at that point. Now I get no error message but just a core hang. We need to find out what is causing the core hang at the shutdown/restart point.
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