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Sephiroth1983

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Posts posted by Sephiroth1983

  1. I have some things to ask about this new "pvp system"

    would like to know what happens if on low pop servers one player is alone and capture points

    will he still receive honor/marks or without battle he won't?

    If he will still get points I think this should have a config option to be turned on or off.

  2. <div class='quotetop'>QUOTE (Darkman551 @ Jun 3 2008, 08:17 AM) <{POST_SNAPBACK}></div>

    It works , but i still see some sort of grey elements inside the flag , not targetable not attackable. Any chance to make them invisible too?[/b]

    Just put gm mode on and try to select it, if not selectable yet, change map and come back to try.

    Then report in UDB the creature ID smile.gif

    <div class='quotetop'>QUOTE </div>

    Well, actually the triggers presence isn't needed, you can safely remove them from the DB, because Player::KilledMonster doesn't use the guid, only the entry of the creature (which is hardcoded in the HP opvp).[/b]

    Triggers should never be deleted, offy use them for quest credits and stuff

    I think those credit markers are for the pvp quests.

  3. Oh, today I tested an event script, which had a creature with invisibility aura set. The event couldn't start for that reason

    so please test, if doesn't work we can set an invisible model in creature table (spawn) so it will be still fine

    now that I think, this is the way they do it on offy... visible model in template, invisible in spawn! xD

  4. <div class='quotetop'>QUOTE (w12x @ Jun 1 2008, 05:34 PM) <{POST_SNAPBACK}></div>

    Check http://wiki.udbforums.org/index.php/Creature_template#flags. I'd put UNIT_FLAG_NON_ATTACKABLE + UNIT_FLAG_NOT_SELECTABLE as flags. Also you might set to 0 the modelid_A and modelid_H in the creature template for the trigger npcs, and the modelid in creature to make them invisible. (If this is a bad idea, feel free to tell me, I'm not familiar with setting creature models. Maybe there is a real modelid that is supposed to be invisible.) After the modifications, make sure to delete your client cache.[/b]

    UNIT_FLAG_NOT_SELECTABLE should be enough and as I see The Overlook Capture Credit Marker already has it

    about the model id, never set to 0, its wdb data and they use a visible model to select it when they are in GM mode for testing purpose smile.gif

    meanwhile is found a way to distinguish if a model needs to be shown in a certain way when in gm on or off, lets add an invisibility for players (for the ones testing here)

    <div class='sqltop'>SQL</div><div class='sqlmain'>-- invisibility for triggers

    DELETE FROM `creature_template_addon` WHERE `entry` IN ('19028', '19029', '19032');

    INSERT INTO `creature_template_addon` (`entry`, `auras`) VALUES

    ('19028', '23196 0'), -- Overlook

    ('19029', '23196 0'), -- Stadium

    ('19032', '23196 0'); -- Broken Hill

    -- Stadium and Broken Hill triggers were selectable

    UPDATE `creature_template` SET `flags` = `flags`|'33554432' WHERE `entry`IN ('19029', '19032'); </div>

    will be added to next changeset of UDB.

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