

blueboy
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Everything posted by blueboy
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Hi, Your issues are important whether you are a novice or not. I have replied to your private message and made some suggestions EDIT: Can you confirm whether or not your lag issue is specific to the rogue class? The disappearance of bots into the ground is due to the contour differences between 'maps' and 'vmaps'. I have tried to address this issue in the past. Bots will teleport to the botmaster, if they stray too far away (i.e Player flight or enters Instance) Thanks for your interest in playerbot, and let us know how you get on
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Sorry, I think I have reached my limit for posting on GetMaNGOS. I can't edit my posts and private messages are also misfiring. Cheers
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Oh, right so you need someone with Inscription skills to transcibe the consumable item to a scroll. Then the enchanter can learn these. Oh boy, I'll have to get one of my characters to acquire the Inscription skill. Many thanks Cheers
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O.K I thought that Makefile.* and configure.ac were only used by linux, my mistake. I was wondering whether you could shed some light on using certain items in gameplay. I've been accumulating a number of consumable enchant items, and I have no idea how to use them. There is no text description for the item, save it's value. I have an enchanter, but I am puzzled as to their use. They must have a purpose, any ideas Example [Enchant Chest - Exceptional Stats] - http://www.wowhead.com/item=35429 Cheers
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Hi, No problems, and thanks for your interest in playerbot Cheers
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Hi, I have removed the TAB formatting from Chat.cpp, you reference. By the way these are not flagged as whitespaces. Cheers
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Hi, I know exactly what you mean. The reference to ../game/playerbot/libmangosbot.a \\ changes the 3 line patch pattern, that would normally flag an error. It does this on your box, but not on mine or anyone else's, otherwise the thread would have been flooded with error reports. I have tried your patch and it works on my box. The ScriptDev2 patch works before and after your fix. So if it ensures the patch works on your box, update both repos accordingly. It might be a good idea to merge with the MaNGOS branch again, before you make your changes. In theory your absolutely correct. Weird, by the way which linux distro are you using. I'm using OpenSuSe 11.2. Cheers
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Hi, Yes, there shouldn't be a problem. Obviously the patch file MaNGOS-9519-ScriptDev2.patch is only needed on linux. In windows, you compile MaNGOS and ScriptDev2 as two separate projects. This patch modifies the build files Makefile.am and configure.ac, to allow ScriptDev2 & MaNGOS to build together on linux. Cheers
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Hi, I've just tried creating a patch your way and it's not right. When you created the playbot folder prior to the 'pull', you must initialize the folder as an empty git repository. Otherwise it won't pull. Snippet from your patch diff --git a/bot_readme.txt b/bot_readme.txt deleted file mode 100644 index f4d4975..0000000 --- a/bot_readme.txt +++ /dev/null @@ -1,178 +0,0 @@ -What it is: -=========== - -Playerbot lets you add another character from your account as a bot that you can control and which will hopefully help you. Only characters from your account can be used, so you can have a maximum of 9 bots at one time. - -This was taken from the Trinity site, and modified slightly by me to get some of the kinks out. I reworked the priest class and also added a mage class and a warrior class, which are still in crude form. Any class can be used as a bot - just don't expect much in the way of spells or abilities until someone writes the code for them. - -Bots will only use abilities that they have - for example, a priest will only use the renew spell if it has been trained. Also, bot's equipment will lose durability like any other character. So every so often you'll need to log in and repair and train your bot. - -For Mangos 7800+ Snippet from mine diff --git a/bot_readme.txt b/bot_readme.txt new file mode 100644 index 0000000..f4d4975 --- /dev/null +++ b/bot_readme.txt @@ -0,0 +1,178 @@ +What it is: +=========== + +Playerbot lets you add another character from your account as a bot that you can control and which will hopefully help you. Only characters from your account can be used, so you can have a maximum of 9 bots at one time. + +This was taken from the Trinity site, and modified slightly by me to get some of the kinks out. I reworked the priest class and also added a mage class and a warrior class, which are still in crude form. Any class can be used as a bot - just don't expect much in the way of spells or abilities until someone writes the code for them. + +Bots will only use abilities that they have - for example, a priest will only use the renew spell if it has been trained. Also, bot's equipment will lose durability like any other character. So every so often you'll need to log in and repair and train your bot. + +For Mangos 7800+ Notice that your patch actually removes playerbot code. Use these bash scripts, and your patches will be O.K. Both scripts must be in the same directory gethash.sh - Gets the MaNGOS version HASH from git log (thanks to skinlayers) #!/bin/bash [ -f "hash.txt" ] && rm hash.txt git log --pretty=oneline > commit.txt { while read line do echo $line > line.txt index=0 while read -r -n1 char; do MYARRAY[$index]=$char let "index++" done < line.txt ELEMENTS=${#MYARRAY[@]} i=0;t=1;n=2 while [ $n -lt $ELEMENTS ] do [ "${MYARRAY[$t]}" == "[" ] && [ "${MYARRAY[$n]}" == "1" ] && exit echo -n "${MYARRAY[$i]}" >> hash.txt let "i++";let "t++";let "n++" done rm hash.txt done } < commit.txt playerbot.sh - This calls the above script to create the playerbot.patch #!/bin/bash -x # create empty .git repository mkdir playerbot cd playerbot git init # get hash for latest mangos release [XXXX], associated with playerbot release git pull git://github.com/blueboy/mangos.git master ../gethash.sh # read hash into 'line' variable { while read line do echo $line done } < hash.txt # cleanup & remove unwanted .git repositiory cd .. rm -R playerbot # create empty .git repository mkdir playerbot cd playerbot git init # pull mangos master branch git pull git://github.com/mangos/mangos.git master # change to mangos branch associated with hash git checkout -b mangos $line # add remote playerbot branch to compare with local mangos branch git remote add playerbot git://github.com/blueboy/mangos.git #merge remote branch with local branch git pull playerbot master # difference between merged local branch & mangos hash branch git diff $line > playerbot.patch Hope this helps
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Hi, I've just tried patching with git and this is what I get git apply --check --verbose --whitespace=fix /home/mangos/compile/portal/src/bindings/ScriptDev2/patches/MaNGOS-9519-ScriptDev2.patch Checking patch configure.ac... Checking patch src/bindings/Makefile.am... Checking patch src/mangosd/Makefile.am... I'm using git version 1.6.4.2. Maybe you need to upgrade. Hope this helps
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Hi, I could, but it would only last until I merged with the core again. The whitespaces are in the core. Playerbot does not use VC80 or VC100. I've taken a look at the game.vcproj files and I believe the offending whitspaces are actually surplus TABs @ EOL. My editor does not show these up, so I would have to take it line by line. I haven't had any problems myself with these files, but if you are I would ask the core guys to clean them :rolleyes: If you have patches that contain text format anomalies, use the GNU 'patch' utility it's far more forgiving than the 'git apply' command. Hope this helps
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Hi, I'm puzzled, you say that the SD2 patch can't be applied. I've had no problems applying MaNGOS-9519-ScriptDev2.patch to either repo. What problems do you get? Here's what I get patch -p1 < /home/mangos/compile/portal/src/bindings/ScriptDev2/patches/MaNGOS-9519-ScriptDev2.patch patching file configure.ac Hunk #1 succeeded at 309 (offset 1 line). patching file src/bindings/Makefile.am patching file src/mangosd/Makefile.am Let me know
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Hi Guys, I was amazed at how quickly vmaps extract now :cool: Cheers
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Hi Guys, I have updated and tested both repos, since the release of the SD2 fix [1738]. Playerbot is now compatible with MaNGOS[10168] SD2[1739]. Both repos compile and run without issue. It is suggested that you extract new vmaps, maps & dbc files Hope this helps
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Hi, Yes the latest playerbot will not compile with MaNGOS [10160] due primarily to the problems with the AURA changes (MaNGOS[10156]+). Try compiling playerbot with MaNGOS[10155] using VC2008. This works on linux and with SD2[1737] and the latest Auctionhousebot [Naicisum]. I would be very interested if you get issues with this on Windows. As far as I know, playerbot is only supported for (VC90 - Visual C++ 2008). There are no build instructions for playerbot in game.vcproj for (VC80 - VC2005 or VC100 - VC2010) : ( So kaxias is correct. Hope this helps
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Hi Guys, I will update the repos directly, so there is no point in me creating a patch. As far as playerbot is concerned, this will resolve the compile issue with AURA changes. Before HasAura in PlayerbotAI.cpp bool PlayerbotAI::HasAura(uint32 spellId, const Unit& player) const { if(spellId <= 0) return false; for (Unit::AuraMap::const_iterator iter = player.GetAuras().begin(); iter != player.GetAuras().end(); ++iter) { if (iter->second->GetId() == spellId) return true; } return false; } After HasAura in PlayerbotAI.cpp bool PlayerbotAI::HasAura(uint32 spellId, const Unit& player) const { if(spellId <= 0) return false; for (Unit::SpellAuraHolderMap::const_iterator iter = player.GetSpellAuraHolderMap().begin(); iter != player.GetSpellAuraHolderMap().end(); ++iter) { if (iter->second->GetId() == spellId) return true; } return false; } hope this helps
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Hi, If you describe your system we maybe able to help you. kaxias may well be right. I gather from your error dump, that your using Windows, but which compiler (& version) are you using. It would also help if you could provide versions for the code your trying to compile. Please get back to us.
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Hi, I'm probably not the best person to speak to about mechanics of the AI, as I was not responsible for it's original development. As playerbot is relatively new; you could examine the early work done from http://github.com/playerbot/mangos/tree/1b95bcaa1e640f2ce89444ae0e5377e967421ff8 My understanding of bot AI is that every bot is assigned a class AI at logon. A feedback loop for the AI is controlled by two UpdateAI functions one in PlayerbotMgr.cpp and the other in PlayerbotAI.cpp. On each cycle of the feedback loop, each bot is serviced (Check bots status, alive, dead, in combat or looting etc) They also direct bot Handlers, for incoming & outgoing packets to and from server & client. Spells and special manuevres are then handled by the dedicated class AI files. There are two generic class ai files available, used as a templates for new bot classes. I believe 'goblins' will be a new race introduced in Cataclysm, so eventually we will have to create a PlayerbotGoblinAI. These are PlayerbotClassAI.cpp & it's header PlayerbotClassAI.h. If you look at these and the active class AI files, it may help you. Hope this helps
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Hi Guys, here's an update on what's happening. I've been to ScriptDev2, they are aware of the compile issue, and are working on a solution as we speak. It will probably be a day or two before we see anything, so patience :rolleyes: Cheers
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Hi, Can you tell more about ToC? From what I have found on the net, it is a job in progress. Until they get ToC (Trial of the Crusader) working on MaNGOS, no. Cheers
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Hi Darkruler, Yes thanks I fixed that one, but it then bombs out again @ CXX mob_anubisath_sentinel.lo ../../../../src/bindings/ScriptDev2/scripts/kalimdor/temple_of_ahnqiraj/mob_anubisath_sentinel.cpp: In member function ‘void aqsentinelAI::GainSentinelAbility(uint32)’: ../../../../src/bindings/ScriptDev2/scripts/kalimdor/temple_of_ahnqiraj/mob_anubisath_sentinel.cpp:232: error: ‘class Creature’ has no member named ‘AddAura’ ../../../../src/bindings/ScriptDev2/scripts/kalimdor/temple_of_ahnqiraj/mob_anubisath_sentinel.cpp: In constructor ‘SentinelAbilityAura::SentinelAbilityAura(aqsentinelAI*, SpellEntry*, uint32, SpellEffectIndex)’: ../../../../src/bindings/ScriptDev2/scripts/kalimdor/temple_of_ahnqiraj/mob_anubisath_sentinel.cpp:313: error: no matching function for call to ‘Aura::Aura(SpellEntry*&, SpellEffectIndex&, NULL, Creature* const&, Creature* const&, NULL)’ ../../../../src/bindings/ScriptDev2/../../game/SpellAuras.h:446: note: candidates are: Aura::Aura(const SpellEntry*, SpellEffectIndex, int32*, SpellAuraHolder*, Unit*, Unit*, Item*) ../../../../src/bindings/ScriptDev2/../../game/SpellAuras.h:202: note: Aura::Aura(const Aura&) make[6]: *** [mob_anubisath_sentinel.lo] Error 1 make[6]: Leaving directory `/home/mangos/compile/mangos/objdir/src/bindings/ScriptDev2' make[5]: *** [all-recursive] Error 1 make[5]: Leaving directory `/home/mangos/compile/mangos/objdir/src/bindings/ScriptDev2' make[4]: *** [all] Error 2 make[4]: Leaving directory `/home/mangos/compile/mangos/objdir/src/bindings/ScriptDev2' Like I said, a mine field :mad: They're going to be busy at ScriptDev2.com.. Cheers
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Hi Guys, More changes with the core. I suggest you do not update passed MaNGOS[10155] yet. Changes have broken playerbot & SD2. It's a real mine field at present, so stay put. I think I have resolved the issue with playebot, but until SD2 is working again I can't test it AuraMap has changed to SpellAuraHolderMap and GetAuras() is now GetSpellAuraHolderMap() These changes effect PlayerbotAI.cpp in function HasAura(). The compile then continued until it reached ../../../../src/bindings/ScriptDev2/scripts/kalimdor/caverns_of_time/hyjal/boss_archimonde.cpp: In member function void boss_archimondeAI::UnleashSoulCharge(): ../../../../src/bindings/ScriptDev2/scripts/kalimdor/caverns_of_time/hyjal/boss_archimonde.cpp:400: error: class Creature has no member named RemoveSingleAuraFromStack make[6]: *** [boss_archimonde.lo] Error 1 make[6]: Leaving directory `/home/mangos/compile/mangos/objdir/src/bindings/ScriptDev2' make[5]: *** [all-recursive] Error 1 make[5]: Leaving directory `/home/mangos/compile/mangos/objdir/src/bindings/ScriptDev2' make[4]: *** [all] Error 2 Hope this helps
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Hi, What is difficult in creating this list. The list of quests is only a suggestion. If you want the botguy menu to always show, leave the quotes empty, else PlayerbotAI.BotguyQuests = "805,383,2160,54,8350,9313,1656,2159" That's it. Your players must then complete at least one of the listed quests, for the botguy menu to show. no maintenance is required? EDIT: If it would help I'll include the full list above in the conf description as an example. A table suggests that the list of quests were pre-defined, and that would not be practical. I wanted it to be flexible, so you the server administator would have better control over the use of botguy menus by your players. Cheers
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Hi Guys, Since posting both botguy patches, I have not received any bad feedback. I have tested the patches myself and they work well, so I have now decided to include the code in the repos. I will be updating the repos shortly. Recap PlayerbotAI.BotguyQuests (To disable, choose a very high level quest) A list of pre-requisite quest ids, separated by commas and included in quotes. If the player has completed any one of the quests listed, then the botguy menu will be displayed. The composition of the list is your choice, the quests can be made as hard or as easy as you want. I have given "805,54,2160" as an example. You may feel it's a good idea to encourage players to complete the trial quests first. Below is a suggested list of level 5 quests. QuestId Description Quest,Location,Race 805 Report to Sen jin Village, Durotar, Orcs & Trolls 383 Vital Intelligence, Deathknell Tirisfal Glades, Undead 2160 Supplies to Tannock, Coldridge Valley Dun Morogh, Dwarves & Gnomes 54 Report to Goldshire, Northshire Elwynn Forest, Human 8350 Completing the Delivery,Sunstrider Isle Eversong Wood, Blood Elves 9313 Travel to Azure Watch, Ammen Vale Azuremyst Isle, Draenei 1656 A Task Unfinished, Red Cloud Mesa Mulgore, Tauren 2159 Dolanaar Delivery, Shadowglen Teldrassil, Night Elves PlayerbotAI.BotguyCost (To disable, choose a very high cost) This is self explanatory. A tax is levied on the ability to summon bot. If the player does not have enough money, the botguy menu will not be available. (Thanks to ckegg for his help with this). Hope this helps
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Hi kaxias, Thanks for the info. I found the code snippet you cited in WorldSession.cpp. Here is the patch for that section of code @@ -439,6 +489,13 @@ void WorldSession::LogoutPlayer(bool Save) ///- Since each account can only have one online character at any given time, ensure all characters for active account are marked as offline //No SQL injection as AccountId is uint32 + //CharacterDatabase.PExecute("UPDATE characters SET online = 0 WHERE account = '%u'", + // GetAccountId()); + + // Playerbot mod: commented out above and do this one instead + CharacterDatabase.PExecute("UPDATE characters SET online = 0 WHERE guid = '%u'", guid); + + sLog.outDebug( "SESSION: Sent SMSG_LOGOUT_COMPLETE Message" ); CharacterDatabase.PExecute("UPDATE characters SET online = 0 WHERE account = '%u'", GetAccountId()); DEBUG_LOG( "SESSION: Sent SMSG_LOGOUT_COMPLETE Message" ); I see what you mean. The comments actually tell you to comment out the line But it remains uncommented just below the Playerbot mod. I must tell you that I have tested playerbot out and I can't get it to misbehave, as it does for you. You could try commenting out the above line and see if it solves your issue. Are all the other mods up-to-date. I have checked zergtmn's github repos Dungeon Finder was last merged with MaNGOS[10054] I see you had issues with this mod and he told you that he had only just ported in from Trinitycore. and Vehicle_dev was last merged with MaNGOS[10130] As you are no doubt aware core has just switched to 3.3.5a MaNGOS[10136] and the other mods might not be fully compatible. It might even be a database issue, is UDB compatible with 3.3.5a. Try building a server first with just MaNGOS and playerbot. See whether you still get the logout issue. If it checks out, then add your other mods one by one until the issue occurs. I have check playerbot with the latest MaNGOS[10154] & SD2[1737] and it works fine, with no group invite logout issue. Hope this helps
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