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Patman128

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Everything posted by Patman128

  1. You can't detect WPE Pro. You need to figure out how the cheat works and add a security check. Goodbye.
  2. Yes. There is only two ways to spawn GOs: 1. Use spells with effect Spawn Object or Spawn Wild Object 2. Have GO start in despawned state and respawn it in script This is done to prevent hacks from being used instead of how it should be done.
  3. Map files are incompatible or outdated, obviously. Make sure it's actually for 3.2.2a (guide in my sig) and make sure you are extracting from the right build with the right extractor.
  4. Great to see you actually read his post. Anyway, amazing job Lynx.
  5. Short answer: you can't. Long answer: you can't, without changes to the vendor system. Hint: look into how SendListInventory() works.
  6. Simple, does it's job, but I notced there is a nester query in there: UPDATE npc_vendor SET sortOrder = sortOrder - 1 WHERE sortOrder > (SELECT sortOrder FROM npc_vendor WHERE entry='%u' AND item='%u' LIMIT 1) AND entry = '%u' I'm not sure if mangos allows these. I could be wrong.
  7. Then either it can't find the data, or you are putting in bad co-ordinates. To create the object files you need to edit the source for the generator. There was information posted on how to do this by Gotisch in the old thread.
  8. Can you post on paste2.org? I don't download patches anymore.
  9. Bans are not updated automatically as is? In this case, this is essential patch for mangos.
  10. Neither of these files are necessary. It will build and function happily without them. I have already done so.
  11. Patman128

    some pointers

    Exactly. I don't know why people use new unnecessarily when it only makes things slower and more complicated. There are times when you should use new and times when you shouldn't.
  12. Good, figure it out.
  13. Because heroic Naxx is a level 80 dungeon...?
  14. No, this is bad idea. Better fix something properly than do hack fix and ignore problem.
  15. I hope you read this and not complain when players crash.
  16. In WorldSession::LogoutPlayer() you could add something like _player->GetGroup()->Disband(true);
  17. void Group:: Disband(bool hideDestroy)
  18. Thanks freghar.
  19. From reading the comments of that quest, it would seem that you can just wait for them to fall asleep and them hit them again, so again this would not be official-like behaviour.
  20. Scripts do not have access to sSkillLineStore. To do this, you need to modify the core. Find these lines at the bottom of DBCStores.h: // script support functions MANGOS_DLL_SPEC DBCStorage <SoundEntriesEntry> const* GetSoundEntriesStore(); MANGOS_DLL_SPEC DBCStorage <SpellEntry> const* GetSpellStore(); MANGOS_DLL_SPEC DBCStorage <SpellRangeEntry> const* GetSpellRangeStore(); MANGOS_DLL_SPEC DBCStorage <FactionEntry> const* GetFactionStore(); MANGOS_DLL_SPEC DBCStorage <ItemEntry> const* GetItemDisplayStore(); MANGOS_DLL_SPEC DBCStorage <CreatureDisplayInfoEntry> const* GetCreatureDisplayStore(); MANGOS_DLL_SPEC DBCStorage <EmotesEntry> const* GetEmotesStore(); MANGOS_DLL_SPEC DBCStorage <EmotesTextEntry> const* GetEmotesTextStore(); At the bottom add MANGOS_DLL_SPEC DBCStorage <SkillLineEntry> const* GetSkillLineStore(); And use this function instead of sSkillLineStore.
  21. Patman128

    Lib crash

    This means it exited normally.
  22. This is not official-like behaviour. On official you can get respawns all you want; they have respawn timers and most likely pool behaviour anyway. As for the two quests linked as examples, they both require and could more easily be done with scripts, rather than add completely new and wasteful behaviour into core which 99.9% of quests do not need.
  23. This is probably the best option.
  24. Thanks, will be testing this. Edit: tested and works perfectly.
  25. In order to do this, a new script hook would have to be made.
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