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Feanordev

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Everything posted by Feanordev

  1. Yes It is pretty important issue, breaks many spells like hunter traps, people leave and re-enter them without effect re-apply. This is kinda old bug ~2 months though I was partially sure its custom code issue... thus never reported (I doubt its reported anywhere already)
  2. I guess along Warden you can still use relocation checks to get rid of speedhackers. Honestly there are speedhacks that work succesfully without detection on blizzard too therefore warden cant stop like, everything.
  3. Great, big thanks for this research surely it will eliminate a lot of "too-often-missing" spells and such
  4. It is client side, impossible to change @ mangos
  5. I guess he meant repository not repack... cause RSA, Kero etc are people having their source code of mangos modified up (not repacked just-to-run)
  6. Its actually proccing without Infusion of Light this is hack I made to fix it if(pVictim) if(!pVictim->HasAura(53569, EFFECT_INDEX_0) && !pVictim->HasAura(53576, EFFECT_INDEX_0)) return SPELL_AURA_PROC_FAILED; Edit its in // Sacred Shield (buff) in UnitAuraProcHandler
  7. void CreatureEventAIMgr::LoadCreatureEventAI_Scripts() also to change structure for loading struct CreatureEventAI_Event etc...
  8. Friend playing multi-box said its problem even when teleporting from non-instancialized maps like orgrimmar -> dalaran meaning its FarTeleport problem not only entering dungeon/arena.
  9. VladimirMangos I think its not what he meant, it happens on arenas too (when x player starts loading, y players starts after him but loads map faster) then one cant see other. Its really happening for players with slow PCs, was reported from my player too and happened once to me.
  10. Not yet, I had it disabled for very long now I enabled it with hope its actually working and It started crashing the same way so disabled again ;p
  11. Vladimir this is for both unit and destination which means Area of Fire with unit as targets. (only Blizzard / Volley / Rain of Fire has these together and it is said on blizzard these havent los checks)
  12. well You get auras by SPELL_AURA_MOD_STUN... and then if some has no mechanic means we need to stop cause aura with different mechanci should not allow us casting such spell (like he said for example if we have stun and cyclone, we shouldnt be able to cast some spells therefore if we find Cyclone first we break code instantly and return)
  13. Qsa about dynamic LOS - I saw SilverIce working on it I guess, I hope he will release some under-development patch or something for it some day
  14. Thx Schmoozerd; it works and I guess it should be applied urgently (I still wonder why noone kinda reported it- Dirty Tricks is like one of most needed talents for rogue pvp wise ) also there are few other talents like this I think
  15. Anyway, Ive got report that some distance-changing talents are not working anymore after this patch like dirty tricks talent on sap. (cant test now so gonna make valid report tomorrow if its true)
  16. Thanks, I must've mischecked somehing - probably related to multithreaded updates so custom modifications. Can be closed.
  17. I dont think ASSERT in Unit::CanReachWithMeleeAttack is really good idea (better to return false) Cause void CreatureEventAI::DoMeleeAttackIfReady() calls getVictim() directly without any real checks so it can pass null pVictim pretty often imo After applying latest update it was minutes to get (I know I have lot of custom stuff but I don't think its just cause of my mods as victim calling etc is the same in CreatureAI http://mangos.pastebin.com/DLkS3845
  18. faramir118; can the charge stun handling be like; disable stun (return proc) in UnitAuraProcHandler and add stun cast in if (i_destinationHolder.HasArrived()) { if(owner->GetDistance3d(m_target < 6)) // Stun should be added- only if warrior charges and target is still within melee distance (wont be applied if mage blinks while warrior charges) // Cast stun ? }
  19. Look at this like that: If he had any news (and still would be intrested) he would share them, no ? Why so impatient then and asking about it (news related to dungeon finder) every ~5th post ?
  20. Oh ok... Ive had that implementation like 1 year ago ^^
  21. It will be more logical to have sMapMgr.CreateBaseMap(mapId) than FindMap ... thx also I would know who add this function what you mean who add this function ? Hmm Ambal, I used such code for few months and never had crash from outdoor so not sure what you mean either
  22. Code can be always converted any emulator<->any emulator
  23. When I had my outdoor pvp implemented long time ago (kicked it out as it all should be done in Scripts handled by small trigger - actual code is like, thousands of un-needed code) I had not FindMap but; Map * map = const_cast<Map*>(sMapMgr.CreateBaseMap(mapId)); if(!map) { sLog.outError("Map (Id: %i) for AddObject cannot be initialized.", mapId); return false; } sObjectMgr.AddGameobjectToGrid(guid, &data);
  24. I use Zergtmn's / RSA for very long (its really not that hard to get some patch from branch so waiting for prepared-to-run patch is just your lazyness ) - Also if someone worked on old patch he should've used RSA (Zergtmn's) based system long time ago as compared its much better done...
  25. Humm... When using mmaps, stun the target just after use the spell could be a problem. But this is related with MaNGOS, isn't it? Anyway, on retail, imagine that you charge and you must follow a large path. I supose that, if the target moves when you are charging, the position of the target is updated and you will finish the charge at target's real position, not at the target's initial position, and apply the stun in that moment. Or I'm wrong? Not sure if it happens in all cases but if warrior doesnt reach target on charge he will NOT stun target (target blinking directly after warrior start charging will make him 'avoid' stun) and yes instant charge stun is normal bug becouse in DBC its trigger-effect therfore is always casted on charge cast
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