Sylvian
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About Sylvian
- Birthday 01/01/1
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Thanks for confirm So, it's just a bug only in this area ?
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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.
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No, walls aren't spawned gameobjects.
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I've allready quote my mangosd.conf... maybe re-extract the vmaps files ? or something else ?
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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 ?
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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.
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Everything is now working, thanks for your help fdb
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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.
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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.
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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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