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Edder

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Everything posted by Edder

  1. Without the vmap_rewrite (mod). In both cases vmap.enableLOS = 1 and vmap.enableHeight = 1, in the second case with ~40secs startup, I simply add vmap_rewrite to the same core and enabled of course indoorcheck...
  2. Tested with rev 10021 and works great! Dismounting tested in dalaran and orgrimmar and fishing works in dalaran too, awesome! mangosd start up time without vmap_rewrite (rev 10021): ~35secs mangosd start up time with vmap_rewrite (rev 10021): ~40secs both with udb 391 and without sd2
  3. sd2 is the keyword: http://www.scriptdev2.com/telenet-teleport-master-t4045.html
  4. Yea I see and now I remember how this could happen, forgot to switch to vehicle branch... Sorry, false alarm.
  5. Thx for updating Wojta! I found a little typo in your sql update -> v10_vehicle_test_data.sql UPDATE creature_template SET speed = '1.5', unit_flags = 8 WHERE entry IN (33844,33845); Theres only a speed_walk and speed_run column instead of speed. Used DB: UDB 391
  6. Good idea, because vehicles arent necessary for testing SotA gates (destructible building), we may test it at first with the bombs spawned at the docks and the vehicle factory and if that works without crashs, we add the vehicles... In the SotA thread in russian mangos forum, there're two SotA patches, which one is the clean SotA patch without other modifications?
  7. With VS2010 Express compile is only in x86 possible, use VC++ 2008 for x64 compile... Thats Why it didnt worked for me.
  8. What does the logs say? Forgot any sql update or the mangosd.conf or realmd.conf in the binary folder? Or forgot to rename it?
  9. The question is, does the 20% + heal count for other non priests or priests without the glyph too, when the priest who summoned the lightwell got the glyph? If it does, an implementation will be really nasty...
  10. Cant get it to work with npc_spellclick_spell, the IconName doesnt matter if npcflag isnt set to '1' and that would open a gossip menu... And with npc_spellclick_spell we got the problem that we cant count the cast of lightwell because only ten are allowed until the well despawns.
  11. I would do it like this with sd2: http://paste2.org/p/850348 Only problems: The hot (heal over time) doesnt break when the player gets 30%+ (core issue i guess) I set the npcflags to 1, to use SD2 but the characters does the the speak animation after clicking the lightwell (blizzlike?!) Edit: I forgot, the glyph... Doesnt work yet (core issue?!)
  12. I would try to just change the accountid in characters: UPDATE `characters` SET `account`='accountid of the winner' WHERE (`guid`='charguid');
  13. I tried to compile mangos with VC++2010, in Win32 and release or debug (doesnt matter) it works like charm, but for x64 arent all necessary project file in the project folder i guess?! Only my local problem or are x64 files in the mangos folder missing? @trademark: correct realmlist on the other computer? with change ip, you mean change the BindIP from mangosd/realmd.conf ?
  14. Yeah, that would be great, but not mixing vehicle and dest buildings, they belong together but the vehicle patch is great enough, i think.
  15. This patch isnt for a clean mangos repo, may a patch for a clean repo would be easier to implement and test? Though it worked, i started testing with saronite bombs on one of the three wintergrasp towers in the south of the map, the bomb destroyed the tower in one try, the animations are working great but the tower "dies" directly.
  16. You mean in the main mangos repo? Yes it will, because vehicles are blizzlike, but this patch isnt finished therefore it wont be merged yet.
  17. For the quest thing, i think modifying the MinLevel and QuestLevel in quest_template should do it? And for the mobs, take a look at Formulas.h (in src\\game\\ ) and scroll down to 'namespace XP', i think there lies the answer...
  18. I guess its a typo in YTDB, because in UDB it says to occurence: Delay in minutes between occurences of the event and to length: Length in minutes of the event
  19. Compile mangos and then sd2, both in the same configuration (both in release or debug and both in 32bit or 64bit) Your folder should look like this: C:\\dataz\\mangos\\src\\bindings\\scriptdev2\\and heres your sd2 projectfile
  20. This happens if you havent build mangos before building sd2. Or you build mangos in release, but forget to set release in sd2 project and try compiling in debug...
  21. Maybe write a sd2 script with ScriptedAI add void AttackStart (Unit* who) { // do nothing, because we doesnt want that the creature do anything } That's what I would try...
  22. Therefore i still use 2008... Isnt 2010 able to convert the project/s?
  23. Ok, open your mangos git folder, browse to \\src\\bindings\\ copy sd2 snv clone (the scriptdev2 folder not only the single files in there) and compile mangos and then sd2. After both is compiled, you can use the files in \\bin\\Win32_Release\\ to start mangos
  24. Did you compile mangos first and then sd2? Compiling sd2 will create a new mangosscript.dll (or overwrite the old one), did copy you these files to your mangos folder (C:\\MaNGOS for example) too?
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