Sephiroth1983
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Posts posted by Sephiroth1983
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<div class='quotetop'>QUOTE (Grand @ Jul 7 2008, 02:15 PM) <{POST_SNAPBACK}></div>
well iw onder sometimes. why w12x is not a developer.[/b]Give time to time
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Don't worry, Devs will check it as soon as possible, I don't think this patch conflicts with any future patches planned.
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Simply awesome then, thanks mate.
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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.
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I see, keep up the good work because I really can't damn wait this imba patch gets ready to rock the svn.
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<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
<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.
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And (http://www.wowhead.com/?spell=37658) with Evocation
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Yes, if goes bad we just set invisible model id (no, is not 0) in creature (spawn) table.
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then why here (http://forums.worldofwarcraft.com/thread.html?topicId=3547877767&sid=1) they report bonus honor as kills?
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Another case I remember is mana shield with invisibility detection of warlocks, same icon
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Maybe you can add, scroll of protection <=> defensive stance
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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!
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<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
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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2 messages = 2 patches?
Welcome.
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At last, the code was in the bug report for too much time, good that you find which spell was supposed to be.
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Ok this was fast
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This is amazing
I suggest you to post all the DB content needed to change in UDB, if you can, there is chance to see it in 350.
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Oh my old ticket
thanks for caring...
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Nice, now I think all offensive spells will be resistable, as on offy.
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has been fixed in Revision 5725
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Problem with Expose Armor is known and old, I hope this fixes it.
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Ye I tought all spells in front of the caster, nvm
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so Dragonbreath, Cone of Cold and abilities like Cleave/Whirlwind, where using wrong coefficients?
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I think the problem with root effects is that player is considered like moving while affected
infact instant spells are possible to use
@necro: maybe you can fix root effects to prevent use of Intercept spells?
[patch][6248] Cli Ban
in ... acceptedOld
Posted
Since we are talking about commands, I tought would be nice to have e-mail shown in .pinfo command, will this be bad?