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Sylvian

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About Sylvian

  • Birthday 01/01/1

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  1. Thanks for confirm So, it's just a bug only in this area ?
  2. The problem appears only in an area of the zone Dragonblight, I've marked it with pointers in this link: http://www.wowhead.com/maps?data=65:715378727376733390720388711390718401730401 (Area ID:4175) And this is not really "walls" here this is the dragon's bones in the sand.
  3. I've allready quote my mangosd.conf... maybe re-extract the vmaps files ? or something else ?
  4. Ok, that's what I think... But why are the players falling under the map after receiving a "fear" or another spell like that ? And why can they cast spells through walls ?
  5. Hi, I just would like to know how to activate Vmaps on northrend ? With old mangos revs I remember a line in the mangosd.conf named like "vmaps.ignoremapsid" or something like to desactivate vmaps in some maps. Now I need to active Vmaps in northrend and I don't know how to do that. Here is the part of my actual mangosd.conf regarding vmaps configuration. vmap.enableLOS = 1 vmap.enableHeight = 1 vmap.ignoreSpellIds = "7720" vmap.enableIndoorCheck = 1 DetectPosCollision = 1 TargetPosRecalculateRange = 1.5 Thanks for the help, Sylvian.
  6. Everything is now working, thanks for your help fdb
  7. Thanks for you help, this is working fine Now the second and last problem is to ignore (or auto deny) invitation to join a new group when we are in a ffa zone.
  8. Hi, I'm asking here to know if someone could help me to create a little patch. I just would like to remove player from his current group (if he has one) when he is entering in a FFA area. I found the code who create the FFA state for player, but I don't know how to check the group and remove the player from it. // FFA_PVP flags are area and not zone id dependent // so apply them accordingly if (area && (area->flags & AREA_FLAG_ARENA)) { if (!isGameMaster()) SetFFAPvP(true); } Thanks for your help.
  9. Core Version: 9746 DB Version: YTDB 542 AIscript: Acid 3.0.4 Since my last "git pull" on the master mangos branch, every creatures summoned by any sd2 scripts (with the function SummonCreature(); ) are spawning allready dead, but they 're moving and attacking the nearest player and there is no way to kill them. Has anyone the same problem ? Is there a fix I missed on the forum ? Thanks for the help.
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