Jump to content

rastikzzz

Members
  • Posts

    34
  • Joined

  • Last visited

    Never
  • Donations

    0.00 GBP 

Everything posted by rastikzzz

  1. Vehicles arent finished, so am not sure if this will work correctly, try using script for that quest giver (sd2 script). in the script - after you talk with quest giver - he should create vehicle - gargoyle, then mount player on him and set correct movement flag for gargoyle and send him at your defined waypoints. //czech PS : cech nejsom a niekde som tu videl obmedzenie ze sa tu na fore sme iba po anglicky pisat
  2. sorry i wasnt working on this for long time its at least updated now
  3. why there are needed new fields for energy? energy is alwasy 100, no? look at rouges or DK ghoul and why do you added this ? + UNIT_FIELD_BASE_ENERGY = OBJECT_END + 0x0080, // Size: 1, Type: INT, Flags: PUBLIC
  4. they are using more energy types - energy, mana and i heard something about fuel too, but not confirmed. i didnt tried vehicles with energy yet.
  5. i dont have much time curently, you can always fix merge errors by yourself, in this case it was only code style change. Updated to latest rev
  6. are you sure this is not related to vehicle faction? or you arent entering with .gm on?
  7. this is very special case, not implemented yet. Same for mamoth and for motorbike i dont know exactly how it works, but you arent seating in a vehicle. only passengers are. there is also sent special opcode for this SMSG_UNKNOWN_1191 (guid + vehicle id). for mamoth, passengers are using vehicle id 315 and for motorbike 318
  8. ansonic, stop spamming here, its not a problem of my vehicle branch, its your problem with eye of acherus code, solve it in forums related to it, NOT HERE. that function you are trying to use, was deleted, use FindGuardianWithEntry(uint32 entry)
  9. nope, not yet. som things are writed by too hacky way and needs complete rewrite as i said, that are CUSTOM flags. it has nothing to do with client files or packets. real flags are in vehicle.dbc and vehicleseat.dbc, but this flags, used by bliz, are too unknown for us to use them, so i am using custom flags. There are only few known vehicle ids, so guessing that flags is loss of time
  10. yes i know there are merge errors if mangos had updated something in their code. But i am not here 24/7 to make it always updated, if there is a error, solve it by hand, or use older mangos revision or just wait for me to update it btw : i finally fixed client errors, so its usable now in bigger events...
  11. client crash is not caused by going too far away from spawnpoint, i tried to go from one side to another side of northrend and nothing crashed. client crash is caused when a player that rides vehicle is loaded for you (most on vehicles where player dont have flag unselectable) when someones enter vehicle right before your eyes, everything is fine. but when he is unloaded (eg. he goes too far away, or you got away from him...) and then again loaded, your client will crash OR you will see his vehicle, but him not, he will not exist for you. even if he leaves you wont be able to see him, until he unload/load for you. i was trying to fix this whole day, but no sucess. about that patch : it has nothing to do with vehicles, you can update it manually and make a patch file from it
  12. if you dont know how to open dbc, i have exported it here : http://pastebin.com/m2619ecae i am using custom vehicle flags and seat flags, because flags in dbc are too unknown look at shareddefines.h enum CustomVehicleFLags { VF_CANT_MOVE = 0x0001, // vehicle cant move, only turn, maybe handle by some auras? VF_FACTION = 0x0002, // vehicle retain its own faction VF_DESPAWN_NPC = 0x0004, // vehicle will delete npc on spellclick VF_DESPAWN_AT_LEAVE = 0x0008, // vehicle will be deleted when rider leaves VF_CAN_BE_HEALED = 0x0010, // vehicle can be healed VF_GIVE_EXP = 0x0020, // vehicle will give exp for killing enemies VF_MOVEMENT = 0x0040, // vehicle will move on its own, not depending on rider, however rider can cast spells VF_NON_SELECTABLE = 0x0080 // vehicle will be not selectable after rider enter //VF_HAS_FUEL = 0x0100, // TODO : find out what energy type is fuel and implement this }; enum CustomVehicleSeatFLags { SF_MAIN_RIDER = 0x0001, // the one who controlls vehicle, can also cast spells SF_UNATTACKABLE = 0x0002, // hided inside, and unatackable until vehicle is destroyed SF_CAN_CAST = 0x0004, // player/npc can rotate, and cast OWN spells SF_UNACCESSIBLE = 0x0008 // player cant enter this seat by normal way (only by script) }; if you want to make a vehicle, for eg. for npc entry 99999 - first enter data to table npc_spellclick_spells eg [b]INSERT INTO[/b] npc_spellclick_spells [b]VALUES[/b] (99999, 60968, 0, 0, 0, 1); - second, you probably dont have vehicle id for it (real vehicle id is obtained from packets) but you can use any of avaible ids (from vehicle.dbc). As you can see, each vehicle has 1-7 seats. and for eg. you want a vehicle with 4 enterable seats, so first one is vehicle id 26. what is diference between using id 26 and other vehicle id with 4 seats? its in 2 thinghts - in player UI and in diferent seating animation (you can always spawn ingame vehicle with .debug spawnvehicle 99999 xxx to try variety of vehicle ids until you will be satisfied) - then if you have a vehicle id, add it to creature addon template [b]INSERT IGNORE INTO[/b] creature_template_addon [b]VALUES[/b] (99999, 0, 0, 0, 0, 0, 26, NULL, NULL); and to vehicle data too, look at flags above and select some, eg. [b]INSERT[/b] [b]INTO[/b] vehicle_data [b]VALUES[/b] ([color=#009999]26[/color], [color=#009999]4[/color], [color=#009999]51362[/color], [color=#009999]0[/color], [color=#009999]0[/color], [color=#009999]0[/color], [color=#009999]0[/color], [color=#009999]0[/color], [color=#009999]0[/color], [color=#009999]0[/color], [color=#009999]0[/color], [color=#009999]0[/color], [color=#009999]0[/color]); note :for vehicle spells you can use any spell ingame and field req_aura - means what aura must have player to be able to enter it (required for wintergrasp vehicles) - so now if you have vehicle data, add some seat flags, eg. [b]INSERT[/b] [b]INTO[/b] vehicle_seat_data [b]VALUES[/b] (365, 3); -- rider [b]INSERT[/b] [b]INTO[/b] vehicle_seat_data [b]VALUES[/b] (366, 2); [b]INSERT[/b] [b]INTO[/b] vehicle_seat_data [b]VALUES[/b] (367, 2); [b]INSERT[/b] [b]INTO[/b] vehicle_seat_data [b]VALUES[/b] (368, 2); i hope this explained enough to understand
  13. the vehicle id is sent in packets, if you dont have it, then guess. use ingame .debug spawnvehicle 27894 xxx xxx - guesed vehicle id, in your case try only vehicle ids with one seat and if he will be seating where he should, use that vehicle id -> insert it into vehicle_data, add there flags and related spells ( eg. http://www.wowhead.com/?spell=51421 ) and then data into vehicle_seat_data (your seat, flags (3)) (for eg. vehicle id 116 is used for wintergrasp turrets, simmilar to your case) PS : dont forget to add npc_spellclick for your npc 27894, otherwise you wont be able to enter it
  14. ok thanks for reporting, its fixed now you have to look at vehicle.dbc and use REAL vehicle id (this is required to avoid client crash) and then look at fields 7-14 that are vehicle seat ids
  15. i have asked people with linux, they dont have problems in your crash log lines arent matching to actual rev, so you are using probably older one, try to update you need a vehicle id, insert it into creature_template_addon for inspiration how to add vehicles look at vvv_vehicle_test_data.sql
  16. are you sure this is not client side problem? try using .cast xxx when gm mode is off, if it works, its client side problem
  17. i have updated it for 3.1.3 and is usable now
  18. go to function bool Player::IsAllowUseFlyMountsHere() const change there bool Player::IsAllowUseFlyMountsHere() const { - if (isGameMaster()) + //if (isGameMaster()) return true; uint32 v_map = GetVirtualMapForMapAndZone(GetMapId(), GetZoneId()); return v_map == 530 || v_map == 571 && HasSpell(54197); }
  19. What bug does the patch fix? What features does the patch add? : fix currently not working skill discovery and fix crash at empty skill discovery table For which repository revision was the patch created? : 8029 (latest) Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread. : didint find any Who has been writing this patch? : me in skilldiscovery.cpp is @@ -52,11 +52,11 @@ void LoadSkillDiscoveryTable() uint32 count = 0; // 0 1 2 3 QueryResult *result = WorldDatabase.Query("SELECT spellId, reqSpell, reqSkillValue, chance FROM skill_discovery_template"); - if (result) + if (!result) { sLog.outString(); sLog.outString( ">> Loaded 0 skill discovery definitions. DB table `skill_discovery_template` is empty." ); return; } link http://github.com/rastikzzz/mangos/commit/45cc0b13773dafd912b096105a56264a10fe7413
  20. yeah i want to update it to 3.1.3 but this needs some time, it will be in few days updated, because i dont have so much time. do not use it now, it will not work, or you will crash server/client, becase i want to rewrite some thinghs in better way. i am still not sure where to put vehicle id in relation to creature, to creature_template, creature_addon, to new table..
  21. EDIT : i have fixed that client crash now
  22. there are 2 ways of setting spawn duration - by duration of vehicle aura, or by respawntime of npc, try longer spawntime (.npc spawntime xxx)
  23. i didnt have this problem, sometime they get disconected when leaving vehicle. but never at enter
  24. so now its ready for use on public servers, but its still in development
  25. i was working for some days now on vehicles, i used this patch, some inspiration from trinity and rewrited it all using my knowledge. the dev. branch is here http://github.com/rastikzzz/mangos/tree/master its not finished yet and its still in development i will appreciate any good ideas/suggestions
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Privacy Policy Terms of Use