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H0zen

Senior getMaNGOS Developer
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H0zen last won the day on October 5 2022

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About H0zen

  • Birthday 10/27/1977

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Community Answers

  1. Thank you for reporting this. The bug is confirmed and a fix will be applied very soon!
  2. Please go to Player.cpp file and change lines 1920-1926 into if (m_regenTimer != 0) return; Rebuild and send us the feedback
  3. Sorry for the incovenience! Based on your report, we identified a nasty bug, which has been now fixed. Please update your sources with the latest version from https://github.com/mangostwo/server and rebuild. Thank you for your feedback!
  4. The issue is not in the extractors, it's in your Cata client, which is definitely not right. I strongly suggest you to find another one, avoiding in the future that source you mention in the link.
  5. If you build playerbot module, the ahbot will not work. The reason is playerbot module also contains a buggy ahbot submodule, which interferes with the actual ahbot. So the ideea is simple: if you want ahbot, disable playerbots from building.
  6. The issue is now fixed with commit https://github.com/mangoszero/server/commit/bcab12ecbc93920efc4cf78cf6a8318fb85b95a3
  7. Changed Status to Awaiting Feedback
  8. Fixed in this commit. Please pull/rebuild/test.
  9. Fix was commited here. Please pull the latest source code, rebuild and test for every known case. Awaiting feedback.
  10. On Mangos Zero, this issue has been fixed since December, 27th 2016, with this commit. Please reclone the repo (there is only a single "master" branch now) and do a full build. To test, simply enter DeepRun on either ends and wait 5-7 minutes.
  11. Changed Status to Completed
  12. Fixed in https://github.com/mangosone/server/commit/0cd70c2
  13. H0zen

    Setting up User Accounts

    account set gmlevel <name> 3 realm_id where realm_id can be: -1 (all realms) > 0 (specific realm)
  14. UNIT_FLAG_DISABLE_MOVE is a confusing flag; despite its name, it only applies to players and simply means "the player is no longer in the control of its movement". For the chasing cannons issue, the only viable method I see is to use EventAI with ACTION_T_COMBAT_MOVEMENT on EVENT_T_SPAWNED For the casting spell issue, one is tempted to think that creature_template_spells table from the database is enough to make a creature cast spells. The truth is that table has nothing to do with creatures' spells, it simply describes what spells are available in your action bar if you CONTROL that creature (mind control, for example). Please remember, in MaNGOS and all it's descendants, no creature will cast spells unless instructed to do so via scripting! All creatures, by default, can only do melee attacks (and have combat movement enabled). So, for the cannons to cast spell 36238, it is mandatory to script them (EventAI is the most simple approach).
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