Edder
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Posts posted by Edder
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bump, bug still present (11178)
May anybody confirm that on blizz it is like I described above?
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Yea, and call for help is used by acid as a action.
Are the grouped creatures already implemented in mangos, so that when one member die and rest evade, the dead One get respawned? Or is acid call for help the only way to "link" creatures (for now).
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Can someone with a solution to this?
Crashlog would be awesome.
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Mangos Version: 10729
Custom Patches: \\
SD2 Version: 1882
Database Name and Version: UDB 394
How it DOES work: If for instance in arathi basin, one node has been clicked, it takes one minute to take this node, but if the enemie clicks after 55 (or 56, 57) seconds (so in the 10 seconds casttime it takes to take a node), the node is taken by the team, but after the enemie's cast is finished, the node gets automatically into enemie hands.
How it SHOULD work: The node cast should break after a node is taken and dont complete and change the node's owner immediately.
This sounds kinda wierd, but on retail it is like this.
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Tested and works like charm, a simple patch that fixes a huge visual problem.
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main problem with sd2 and openpvp might but be, that 'we' sd2 guys seem to be no pvp guys at all, so there will be some additional man-power be needed to get things done
Well, that will be difficult till nearly nobody will do openpvp from vanilla, tbc and wotlk when cata is arrived
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Anyone want to make a repo, Im would but Im bad at managing those...
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If some sort of map or zone scripting is added, I don't see why these outdoor PvP things couldn't be part of it. So this patch might be redundant in the future.
You mean map or zone scripting like instance scripting with sd2? Then it would probably better to suspend this OutdoorPVP development and focus on this specific interface to script map and/or zones...
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Yea, patch command is the solution in this misery, does git apply work for you DaemonCantor?
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I used this one, you can see it at the UmW5UZLj.txt file, which I downloaded from directly from pastebin.
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I must proof you wrong
$ git apply --check < UmW5UZLj.txt fatal: git apply: bad git-diff - expected /dev/null on line 4
But thanks anyway, for updating this patch.
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Found no error, but patch applies only with "patch -p1 < patchfile"
with git apply I get: fatal: git apply: bad git-diff - expected /dev/null on line 4
HowTo fix it, I like git apply more because of the --check and --stat statements...
HowTo prevent, that the vehicles strafe and jump?
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For core, search on github.
For script, search on google for scriptdev2.
For db, search on google for udb, psdb or ysdb.
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Is the bug that the npc attacks but slow down with each move till he walks in slowmotion?
http://filekeeper.org/download/shared/Wow_2010-11-08_19-34-29-93.avi
After that, npc just stand there and it doesnt matter if you move or not, tested with revision:
https://github.com/faramir118/mangos/commit/bf1906174bf5cd7ab2eac08e9787a68869c92f58
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Could be really useful for devs or gms.
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Visibility on continents on offy ~90 yards
This cant be true, I remember on offy when I farmed herbs, that there's a higher visibility, 90 yards is to low...
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Whats with the liquid data?
Is it necessary too (underwater pathfinding)?
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About six hours on Intel i5 @ 2.67GHz, debian lenny, and takes about 1.2 GB disk space.
Well, the comfort is, that you only have to build it one time after patch.
Omg guys its just awesome what you made there.
But one problem I found, npcs go through GO's ?
I tested on map 0 at the GromGol base Camp (Horde) and everything worked just fine, but there is a Bonfire (is this the dynamic GO?) in the middle of that camp and the npc just go through this.
I'll now build all maps in hiRes to test more.
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Or do a complete rewrite, where every spell thats casted on groupmembers (in this case it only works on grpmembers) is a positive effect even if its silencing...
But this isnt necessary I think, a few exceptions are ok when they're commented and its clear what they do.
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If they tell you specific bugged locations, please let us know so that we can fix them
Im just right know building tiles for map 0 to test it properly...
How long does it take to build all in hiRes?
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than add a ugly exception in that function.
It isnt that ugly, cause there are already a few of them, anyway:
src/game/SpellMgr.cpp | 7 +++++++ 1 files changed, 7 insertions(+), 0 deletions(-) diff --git a/src/game/SpellMgr.cpp b/src/game/SpellMgr.cpp index 5aa713f..401f020 100644 --- a/src/game/SpellMgr.cpp +++ b/src/game/SpellMgr.cpp @@ -747,6 +747,13 @@ bool IsPositiveEffect(uint32 spellId, SpellEffectIndex effIndex) return false; case SPELL_AURA_MOD_ROOT: case SPELL_AURA_MOD_SILENCE: + switch(spellproto->Id) + { + case 24732: // Bat Costume + return true; + default: break; + } + return false; case SPELL_AURA_GHOST: case SPELL_AURA_PERIODIC_LEECH: case SPELL_AURA_MOD_STALKED:
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Possible to add a auto URL function?
Would be great.
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you can't cast and doing some of other actions.
Thats right:
Cannot cast spells while in bat form. Right-Click this icon to remove the effect.
But you should be able to remove it...
is it displayed as debuff?It is.
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Mangos Version: 10654
Custom Patches: \\
SD2 Version: 1847
Database Name and Version: UDB 393
How it SHOULD work: Plague Vial should trigger North Fleet Reservist Kill Credit if the player hits one of the crewmember for Quest Test at Sea. But only trigger if the crewmember dont have the Plague Vial buff.
How it DOES work: No serversidescript for this spell, so no trigger...
Possible fix:
diff --git a/src/game/SpellAuras.cpp b/src/game/SpellAuras.cpp index cac3f9e..dd63c35 100644 --- a/src/game/SpellAuras.cpp +++ b/src/game/SpellAuras.cpp @@ -2013,6 +2013,21 @@ void Aura::HandleAuraDummy(bool apply, bool Real) if (roll_chance_i(20)) // backfire stun target->CastSpell(target, 51581, true, NULL, this); return; + case 43115: + { + if (target->GetTypeId() == TYPEID_UNIT) + if (target->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE)) + return; + if (Unit* caster = GetCaster()) + { + if (caster->GetTypeId() != TYPEID_PLAYER) + return; + + caster->CastSpell(caster, 43138, true); + } + target->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE); + return; + } case 43873: // Headless Horseman Laugh target->PlayDistanceSound(11965); return; @@ -2235,6 +2250,13 @@ void Aura::HandleAuraDummy(bool apply, bool Real) target->CastSpell(target, 36731, true, NULL, this); return; } + case 43115: + { + if (target->GetTypeId() == TYPEID_UNIT) + if (target->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE)) + target->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE); + return; + } case 44191: // Flame Strike { if (target->GetMap()->IsDungeon())
I used UNIT_FLAG_NON_ATTACKABLE to mark the npc's as unattackable if they got the buff and remove this flag when the buff expires.
There is also a taxi flight needed for this quest, but this is possible with database (UDB or SD2 ? ).
[Dev] Destructible Building (type 33)
in OldCore modifications
Posted
It is already under rev section, but vladimir wont review it because of missing original author.