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Grz3s

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Posts posted by Grz3s

  1. mangos: 11938

    UDB: 404

    SD2: 2478

    ACID: 3.0.9c

    compiled without problems...

    no crashes (newest ver.)

    1st day - Tested on old scripts - no unexpected errors (only gossips, but as u said before ... they must be checked manualy)

    2nd day - creating new scripts ..(chcecked most commands .. for source and buddy) -- see no problems

    - checked 2 new options (wasnt able to to that in old script sys.)

    cast spell on target/buddy - work fine

    force buddy to move with command 3 - work fine

    So .. +1 from me

    Regards

    Grz3s - UDB Fixer

  2. [mangos] Revision 11800

    [sD2] 2290

    [uDB] 402

    [ACID] 3.0.8

    Hi

    Just tested your patch on newest mangos... I added it manualy (ctrl+C ...ctrl+v). <--- compiled without any problems...

    After tests....

    - bug with "StopCombat" disappeared :).... Finally we can attack npc's pet.

    - Npc will attack us ...when we'll atack his pet.

    - had no console errors at all. ( no crash etc)

    When we kill npc... pet disappears (not sure if this is blizzlike) but .... thats not problem at all

    And again question to devs... can you look at this patch..(for me works really well)

    +1 to master from me.

    faramir118 - Thank you very much for your hard work.

    EDIT:

    for mangos: Rev.11800

    http://paste2.org/p/1669107

  3. DBErrors: Other then a large number of these errors, there isn't much

    2010-08-24 11:01:55 Table creature_movement has waypoint for creature guid 135805 (entry 17317), but MovementType is not WAYPOINT_MOTION_TYPE(2). Creature will not use this path.

    hmm how this could happened??? ..these mobs should have theirs wp's .. but somehow, someone changed movementType and set 0?

    this should fix that problem

    UPDATE creature SET MovementType=2, spawndist =0 WHERE guid IN (326,1012,3557,3574,3595,3596,4360,4361,4364,4377,4378,4522,5459,31772,37642,37647,37669,37671,37676,37677,37682,37691,37692,37693,37694,37695,37696,37697,37698,37699,37700,38347,39540,46818,51475,52070,52074,57656,58702,77361,77730,79750,84633,84716,85044,86177,86278,95560,115275,115276,127781,133611,135170,135210,135227,135228,135241,135253,135263,135265,135306,135338,135364,135445,135453,135473,135517,135530,135712,135729,135775,135805);
    

  4. Edit: I found something interesting on looting on retail compared with here. On official, when a mob is put into the world it already has its loot table, so mobs with no loot do not sparkle.

    You are wrong m8.

    Today i had few times ..death mob without loot with loot animation.

    also

    few days ago I made avi ... please check post nr#23

  5. As note wyk3d this must be used carefull _only_ in special cases and only at really need time.

    So creature don't must be active always, but activated at start escort quest path and only until it complete.

    Cleary use this for just walking creature is overuse and useless lost CPU power

    so that means ..that we will never meet npc/creature (with long waypoint) somewhere.... on his long patch, but always close to his spawnpoint.

    p.s.

    pro.digy can u show how u done it?

  6. there is thread on SD2 forum:

    http://www.scriptdev2.com/project.php?issueid=220 <==== starts from post nr 8.

    1. ZPS.

    Originally Posted by Ntsc

    If I remember correctly there was a way to force NPCs to update even in an "empty grid". Maybe I'm thinking of Trinity though.

    No trinity. Mangos. (Thx, Vladimir :)).

    creature->SetActiveObjectState(true);

    I think, this must be added to ALL escort quests. And some bosses (which can go far away from players).

    2.NTsc

    That should definitely be added to all escort quests. If it isn't added then they can bug out due to the part of code that tells them to evade if the player is to far away. The reason why is that if a player dies and is sent to a graveyard out of the current creatures grid and there are no other players there the creature will stop begin updated.

    Originally Posted by grz3s

    if that code will do exactly what u saying ... so should be added to all creatures with long waypoints or even beter add to waypoint system and create new table in sql to swith it on/off.

    Yes it probably should be added to those though I'm sure the MaNGOS developers wouldn't be to happy about that. There are a lot of creatures with long way points and since they are set as an active mover they will be updated at all times which means that a lot of creatures will be updated even when not visible (extra CPU load).

    3.DasBlub

    why not do it like grz3s supposed but extend it with a flag in the config file (either mangos or sd2 config file, don't know...) which is a 'master' switch for the SetActiveObjectState, and if it's set to off it will not call this function for any creature, if it's set to on it will be called for every creature with waypoints and if it's set to auto it looks at the flag in the db?

    so an admin can allways decide himself how much serverload he wanna have...

  7. hmm

    strange.. but all humans doing exactly that like in your patch... they using "run" when they flee and comming back.

    example:

    http://www.youtube.com/watch?v=eI0unCjqSjE

    EDIT:

    ok i've been checking on offi per few hours....and now im sure how does it looks like.

    creatures doing like u said (same for both -flee , -return) walk faster than normal.

    only humans runing like in your patch, but they return with run option as well ;).

    Regards.

  8. i meant he is walking with roots on himself

    3.0.9 on rev7511. everything is fine. (problem with 2.4.3?).

    Neo are u sure that they should run? koz i've checked on offi* few:

    (example: entry 2949 , 2951 , 2950 etc.)

    .. and all of them just walking (faster than normal walk , but still they walking when looking for help , and the same when they comming back with someone ,the same walk (little faster than normal).

    please look on this avi:

    http://www.youtube.com/watch?v=P__jlYDuuDw

    But still i thing that your patch is awesome ... (no errors at all).

  9. bump.

    the same problem when you have creature with waypoints ( set to run all the time). For example fight with him, and run away ..creature will come back to first point and change his run mode to walk mode (the only way to keep him running is just kill him -will resp with run mode ;) ).

    Hope that someone will fix that :

    Sephiroth1983

    annoying problem :/

    .
  10. in Revision 6966

    Gnomes got wrong XYZ in starting point (it must be just someones who been working on this table...a small mistake :D )

    now is..

     
    ...
    (7,1,0,1,-6240,331,383),
    (7,4,0,1,-6340,331,383),
    (7,6,609,4298,2355.05,-5661.7, 426.026),
    (7,8,0,1,-6340,331,383),
    (7,9,0,1,-6340,331,383),
    ...
    

    should be:

     
    ...
    (7,1,0,1,-6240,331,383),
    (7,4,0,1,-6[b][color=blue]2[/color][/b]40,331,383),
    (7,6,609,4298,2355.05,-5661.7, 426.026),
    (7,8,0,1,-6[color=blue][b]2[/b][/color]40,331,383),
    (7,9,0,1,-6[color=blue][b]2[/b][/color]40,331,383),
    ...
    

    quick fix:

    UPDATE `playercreateinfo` SET position_x = '-6240' WHERE position_x = '-6340';

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