ankso
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Everything posted by ankso
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DB problem, not related to core.
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Please try this one : diff --git a/src/game/TargetedMovementGenerator.cpp b/src/game/TargetedMovementGenerator.cpp index cd2d372..45d5048 100644 --- a/src/game/TargetedMovementGenerator.cpp +++ b/src/game/TargetedMovementGenerator.cpp @@ -81,7 +81,7 @@ void TargetedMovementGeneratorMedium<T,D>::_setTargetLocation(T &owner) bool forceDest = false; // allow pets following their master to cheat while generating paths if(owner.GetTypeId() == TYPEID_UNIT && ((Creature*)&owner)->IsPet() - && GetMovementGeneratorType() == FOLLOW_MOTION_TYPE) + && owner.hasUnitState(UNIT_STAT_FOLLOW)) forceDest = true; bool newPathCalculated = true; Confirmed that this solves the problem.
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Also you need NPCs on transport support, destructible buildings (GO_TYPE_33) etc, etc...
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Try waiting in queue 5 minutes (based on your Arena.RatingDiscardTimer config) and see if the match starts. Anyway, your problem is strange =/
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This is correct, on my server arena teams with rating = 0 must wait the 10 minutes to enter the match. 10 minutes (or whatever you have on your config file) is the time to ignore the rating when building matches.
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https://github.com/mangos/mangos/commit/314f4ebbacc7ce2309307c54a2b436a9d1b99ba6
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[11284]Prepared statements for MySQL [part 1]
ankso replied to Auntie Mangos's topic in ... acceptedOld
If you think so, you should may be learn a little bit more about MaNGOS/C++ ... -
Returning this thread from shadows The talent stills not working. I take a look at the spell and see that is pretty similar to Blood frenzy (29859). Someone knows what is the problem with this spell?
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Rename ChargeMovementGenerator.h/ChargeMovementGenerator.cpp to something like ChargeMovementGenerator.*.excluded or whatever extension you want (not .cpp/.h) (or remove them) and it compiles fine, the ChargeMovementGenerator is not implemented yet, that files are only a "preview".
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Yes - very old bug, first I thought that is due to some modifications I have done, but now I see that I was wrong D=
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I have a question, where I can put a, for example, IsWorldBoss() check to disable mmaps for bosses? With mmaps, several bosses went bugged (is not mmaps problem, I know, but I need time to fix they one by one and workarround like this could do the trick temporaly). In SendMonsterMoveByPath() may be?
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Update it yourself or at least use "please"...
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Also the talent Ancestral Awakening has a similar problem, the healing is affected by the spell power, without any spell power, the heal is correct (30%) but with a good equipment is very over (about 70% - 80%). May be more spells are affected by this issue.
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Greetings to all! It's well known to all admins of almost any type of server, (webserver, MaNGOS or whatever), that there would be allways undesirable users that will try to do "bad things". And is also well known that sometimes this "users" will use a proxy server, so ban the IP is a waste of time, they change the proxy server and restart the hostilities. I need a little help with this stuff, I'm relatively new in administration of on-line servers and any advance about how to fight against that subject will be welcome, for example, is there any way to block all connections comming from a proxy server? Also this thread could be a good place to discuss about security and exchange tactics/opinions. I post it here beacuse is not only MaNGOS related, and could be interesting. Thanks for reading!
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That's client-side limited.
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Why?
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I use rsa's branch, obviously with the vehicle's patch, and I haven't that problem... May be the patch on this forums is corrupted...
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For me, I prefer 2nd case
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I know, but as long as transport system is a hack, the only way to implement this things is using more hacks. I have tried to renew transports system, but it was imposible to me.
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sMapMgr.CreateBaseMap(uint32) -> This function doesn't exists actually. Ambal is talking about sMapMgr.CreateMap(uint32, const WorldObject *obj) where *obj can't be NULL (oryour server will crash). Have you tested that patch, Lecails?
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Can you or anyone reupload the link or point me to TC commits? I can try to adapt the patch. I need this to port correctly IC.
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Humm... When using mmaps, stun the target just after use the spell could be a problem. But this is related with MaNGOS, isn't it? Anyway, on retail, imagine that you charge and you must follow a large path. I supose that, if the target moves when you are charging, the position of the target is updated and you will finish the charge at target's real position, not at the target's initial position, and apply the stun in that moment. Or I'm wrong?
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I have a couple of doubts about warrior charges on retail, what happens if the enemy is unrecheable? and if the path to the enemy is very large? (For example, you are in your base in WG, and you charge to an enemy that is in the roof.) And finally, the stun is applied just after use the hability or when you reach the target?
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