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Patman128

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Everything posted by Patman128

  1. This is more for NPCs not running through walls and floors when running towards a target.
  2. Of course you can, but they would have to behave differently than WotLK achievements and use a different system. I'm not sure anyone has developed this custom achievements system yet though.
  3. I have noticed LoS being blocked by uneven terrain. This is pretty clear. Uneven terrain blocks LoS. I'm fairly certain this is only referring to objects, such as dirt or trees which it mentions (this I can confirm) However, until this is tested on retail for sure, better wait.
  4. I like Xcode, but I haven't yet figured out a way to use it with mangos either. I did see that someone managed to make a project for mangos a long time ago. It was on Mang4Mac (whatever happened to that)
  5. It might help.
  6. This is an English forum. Please use a translator if you cannot speak it. Traduction: Il s'agit d'un forum anglais. S'il vous plaît utilisez un interprète si vous ne pouvez pas parler.
  7. Patman128

    learn spells

    Why don't you just search the source then?
  8. Patman128

    learn spells

    You probably want ScriptDev2: http://scriptdev2.com/
  9. Personally, I like it and hate it at the same time. On the negative side: this does mix the two systems in a way that makes deciphering already-hard-to-understand EventAI scripts even harder (you must have knowledge of both systems and C++, and search through database tables and script files) On the brighter side: it allows for very powerful generic programming; you can make very diverse scripts in EventAI and have them share only one or more complicated functions coded in C++. For example, say you have a bunch of very different mobs in an instance, but on death they need to check if the other mobs are alive and an instance variable is set and act accordingly, this makes it possible without bloating compile time and space with more scripts and C++ code. It also allows for better bridging between EventAI and C++ coders in regards to scripting; EAI coders can request functions from C++ coders, C++ coders can deliver functions, etc. Whether or not you guys like it, all I can say is I would probably use it. Also, just saw 2 things: 1st: your new event is never actually called in the EventAI code. I assume it should be called on UpdateAI() for the creature, so this: //Events that are updated every EVENT_UPDATE_TIME switch ((*i).Event.event_type) { case EVENT_T_TIMER_OOC: ProcessEvent(*i); break; case EVENT_T_TIMER: case EVENT_T_MANA: case EVENT_T_HP: case EVENT_T_TARGET_HP: case EVENT_T_TARGET_CASTING: case EVENT_T_FRIENDLY_HP: if (Combat) ProcessEvent(*i); break; case EVENT_T_RANGE: if (Combat) { if (m_creature->getVictim() && m_creature->IsInMap(m_creature->getVictim())) if (m_creature->IsInRange(m_creature->getVictim(), (float)(*i).Event.range.minDist, (float)(*i).Event.range.maxDist)) ProcessEvent(*i); } break; } Should be this: //Events that are updated every EVENT_UPDATE_TIME switch ((*i).Event.event_type) { case EVENT_T_TIMER_OOC: [b] case EVENT_T_CUSTOM[/b] ProcessEvent(*i); break; case EVENT_T_TIMER: case EVENT_T_MANA: case EVENT_T_HP: case EVENT_T_TARGET_HP: case EVENT_T_TARGET_CASTING: case EVENT_T_FRIENDLY_HP: if (Combat) ProcessEvent(*i); break; case EVENT_T_RANGE: if (Combat) { if (m_creature->getVictim() && m_creature->IsInMap(m_creature->getVictim())) if (m_creature->IsInRange(m_creature->getVictim(), (float)(*i).Event.range.minDist, (float)(*i).Event.range.maxDist)) ProcessEvent(*i); } break; } 2nd: you forget the break in the coding for your custom event, it should be: case EVENT_T_CUSTOM: { if (ExtendedCreatureEAI != NULL) { if (!ExtendedCreatureEAI->CheckEvent(event)) return false; } else { sLog.outErrorDb("CreatureEventAI: Creature %u using Event %u has Custom Event Type, but ExtendedCreatureEAI is NULL", m_creature->GetEntry(), pHolder.Event.event_id); } [b]break;[/b] } My apologies if I am wrong on either of these.
  10. Sure, just add an exception to MapEntry::Instanceable() and IsDungeon() for that map.
  11. GameObject does have level field: http://udbwiki.webhop.net/index.php/Gameobject_template You need to cast the spell from the GO.
  12. Release the source code? If it's in VB I could look into doing a C++ port. Quick question: if the Warden modules are just DLLs, does that mean that the PowerPC WoW client uses different modules than the x86 ones?
  13. asdfasdfas
  14. If you pull it and the automerge fails, it will always leave the files with all the information you need inside of them. Find which files need manual merging, open them, and search for <<<<<. Once its all done, add the files and commit them all.
  15. ...what? :huh:
  16. http://github.com/mangos/mangos/blob/c99b4e34754c1fc31ea8f4219210162be80641cd/src/realmd/AuthCodes.h // we need to stick to 1 version or half of the stuff will work for someone // others will not and opposite // will only support WoW, WoW:TBC and WoW:WotLK 3.2.2a client build 10505... #define EXPECTED_MANGOS_CLIENT_BUILD {10505, 0}
  17. I love it. Definitely +1, and will be testing soon.
  18. The spell Hover does not actually cause the flying animation when testing with mangos-0.12.
  19. Patman128

    anti WPE

    Like xeross said, if mangos catches this error, it's designed so that it will prevent the exploit from working. If they are still duping items, it's using some other, unknown method, not this.
  20. You shouldn't modify this information when the server is running and the character is logged in. Better to do a check when sending it to see if the character is logged in than risk crashing the server or erasing mail.
  21. Ah, so they can kill each other, but not people of the same race?
  22. mangosd.conf.dist.in: ################################################################################################################### # SERVER SETTINGS # # GameType # Server realm style # 0 = NORMAL;1 = PVP; 4 = NORMAL; 6 = RP; 8 = RPPVP # [b] also custom type: 16 FFA_PVP (free for all pvp mode like arena PvP in all zones except rest[/b] # [b]activated places and sanctuaries)[/b] # Never tried it meself.
  23. No, BuildPlayerChats() isn't a member of ChatHandler. It's a member of player. It should be m_session->GetPlayer()->BuildPlayerChats(blah blah blah);
  24. Mangos is a learning project. If you asked specific questions, I would have no problem helping you. If you are not willing to learn, I'm not willing to assist you, and I doubt many others are.
  25. It all depends on what you want to do. Personally, I prefer Lighttpd to Apache and IIS. If you want to host a website, you would probably be better off with a dedicated web site hosting service anyway, in which case the platform is irrelevant.
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