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  1. #1
    conan513's Avatar Contributor
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    Single Player Project - TC R2

    This project merged into Single Player Project - Classics Collection.
    More info here:
    SPP Classics Updated - Single Player Project

    Last edited by conan513; 09-14-2021 at 04:10 AM.

    Single Player Project - TC R2
  2. Thanks fjums, Zhivoder, mcleodballer, Hecker, Jinnai, HieiTD, andrik1035 (7 members gave Thanks to conan513 for this useful post)
  3. #2
    Stuffx's Avatar Member
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    Thanks so much!

    http://www.************/forums/showt...=1#post2232445

    << What is this "*********" at the Update 1 Link? "Ownedcore" does not work.

    And what WoW Version do i need to play this? Is this a complete package or do i need a repack too?
    Last edited by Stuffx; 07-08-2016 at 03:03 PM.

  4. #3
    DKPminus's Avatar Member
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    Stuffix, based upon other version he's posted I'm pretty sure it's for patch 3.3.5a.

    Conan thanks for the great work, just a thought but there are 2 download links and an update 1 link. Maybe clarifying which is which to help people out. Thanks!

  5. Thanks stoneharry (1 members gave Thanks to DKPminus for this useful post)
  6. #4
    Stuffx's Avatar Member
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    Thanks for this information.

    # Maps to teleport random bots
    # Default : 0,1,530,571
    AiPlayerbot.RandomBotMaps = 0,1,530,571

    What do i have to insert, when i want to make a PLAYER vs PvP-BOTS Server, so all Bots have to log in at the nearly same location (for example in front of Thunderbluff)?

  7. #5
    OwnedWoD's Avatar Private
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    I found the Update 1 on another website if you need it:

    ** I will remove this post if op requests**

    A little update arrived!

    I'm totally rewrite some patches and add many new options in config file.
    Also pulled event fixes from TC repo.


    The new lines in world.conf:
    Code:
    ###################################################################################################
    #
    #     Killstreak.Enable
    #        Description: System announce every 5, 10, 15...etc killstreak in global chat.
    #        Default:     1
    
    Killstreak.Enable = 1
    
    #
    #     Killstreak.Battleground.Only
    #        Description: Killstreak system only in battlegrounds.
    #        Default:     0
    
    Killstreak.Battleground.Only = 0
    
    #
    #     Loose.Token.On.PvP.Death
    #        Description: Loosing PvP token if you killed by someone else.
    #        Default:     0
    
    Loose.Token.On.PvP.Death = 1
    
    #
    #     Add.Token.On.PvP.Kill
    #        Description: You receive PvP token when you killing other players or bots
    #        Default:     0
    
    Add.Token.On.PvP.Kill = 1
    
    #
    ###################################################################################################
    
    ###################################################################################################
    #
    #     Solocraft.Enable
    #        Description: Solocraft is a script to increase players and bots stats in raids, 
    #		 based on group size. It feels a little Hacky, but raids is unfair hard with playerbots.
    #        Default:     1
    
    Solocraft.Enable = 1
    
    #
    #     Boss.Announcer.Enable
    #        Description: System announce who killed a world boss in global.
    #        Default:     1
    
    Boss.Announcer.Enable = 1
    
    #
    #     Login.Announcer.Enable
    #        Description: Announce every player and bots login
    #        Default:     1
    
    Login.Announcer.Enable = 1
    
    #
    #     Auto.Spell.Learn
    #        Description: Learning spells automatically on levelup.
    #        Default:     1
    
    Auto.Spell.Learn = 1
    
    #
    #     Random.Visual.Enchant
    #        Description: You have 25% chance to loot weapons with a random visual enchant.
    #					  Only a visual tuning, not a real enchant
    #        Default:     1
    
    Random.Visual.Enchant = 1
    
    #
    ###################################################################################################


    >>>Download<<<

    How to install:

    1. Copy and overwrite all files
    2. Run the Update.bat while the database server is running

    Also working on an auto update system, so you always know when a new update available.

  8. Thanks stoneharry (1 members gave Thanks to OwnedWoD for this useful post)
  9. #6
    conan513's Avatar Contributor
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    SingleCore TC R2 Update 5 beta 4 test
    Previous updates included.

    Update 5 Beta 4 changes:
    - TC core updated to 2016. aug. 15.
    - Triforce Mall from LordPsyan on GM Island
    - Fixed some level reward from thesawolf
    - Testing a new npcbots position code
    - Reduced Npcbots melee damage (however the melee dmg is not working yet )

    - Update.bat improved
    Can reset randombots and npcbots





    Update 5 beta 2 and 3 test changes:
    - TC core downed to 2016 july 08 (latest stable core)
    - Playerbots graveyard/respawn issue propably fixed
    - Scoreboard NPC faction fixed in Orgrimmar
    - All custom patches disabled by default in config files

    - Update.bat improved
    Can backup and restore characters database
    Can restore world database if you break it

    - Most of playerbots and npcbots improvments pulled from thesawolf
    Mega manual and how to use it here: TrinityCore/README_Bots.md at TrinityCoreLegacy * thesawolf/TrinityCore * GitHub

    - Rym's updated BG patch from update 5 early test (only Warsong Gulch working)

    Update 5 early test changes:
    - NPCbots working in Windows release (need to test it)
    - Playerbots: added in init, update, random preventions to ALT characters (thesawolf)
    - Possible fix for NPCBot teleport to master crashing (thesawolf)
    - Added dormant npcbot commands... (thesawolf)
    - Npcbot changes to dismissing (revert to original behaviour) (thesawolf)
    - NotSoRandom bots (thesawolf)

    Playerbot fixes/changes: (thesawolf)
    - using .bot (command, besides lookup) without a bot or bot list specified
    would crash TC in the null to string conversion
    - permission fixes SEC_GAMEMASTER -> SEC_PLAYER so that players could
    properly use the playerbots.. might tighten this up more
    - some preliminary playerbot level checking to see if you really needed to
    reinit some things TODO: make a commandset with SQL flag toggle to NOT reinit
    (on a bot by bot basis).. for players that like to dress up their bots
    New lines in bots.conf:
    Code:
    AiPlayerbot.NotSoRandom = 0
    
    AiPlayerbot.ARAC = 0
    New lines in world.conf:
    Code:
    ###################################################################################################
    # NPCBOT CONFIGURATION
    #
    #    NpcBot.Enable
    #        Description: Enable NpcBot system
    #        Default:   1 - enable
    #                   0 - disable
    
    NpcBot.Enable = 1
    
    #
    #    NpcBot.AllowGM
    #        Description: Allow GM's to have NpcBots
    #        Default:   1 - Allow
    #                   0 - disable
    
    NpcBot.AllowGM = 1
    
    #    NpcBot.MaxBots
    #        Description: Maximum number of bots allowed for players.
    #        Default:   1
    #        Recommend: 1-2
    #        Max:       4
    
    NpcBot.MaxBots = 4
    
    #    NpcBot.MaxBotsPerClass
    #        Description: Maximum bots of each class allowed for players.
    #        Default:   1
    #                   0 - no limit
    
    NpcBot.MaxBotsPerClass = 1
    
    #    NpcBot.BaseFollowDistance
    #        Description: Default bot follow distance.
    #        Note: This parameter determines bots' formation size, distance at which bots will chase and attack enemies.
    #        Note2: This parameter is set for each player at login.
    #        Default:   30
    
    NpcBot.BaseFollowDistance = 20
    
    #    NpcBot.XpReduction
    #        Description: XP percent penalty for each bot used starting with second.
    #        Example: 3 bots, xp reduction is 20: ((3-1)*20) = 40%, 60% exp gained only.
    #        Note: Maximum overall xp reduction is 90%.
    #        Default:   0
    
    NpcBot.XpReduction = 0
    
    #    NpcBot.HealTargetIconsMask
    #        Description: Icon number bitmask which bots use to search for additional targets to heal (out of party).
    #        Note: Many creatures cannot accept heal.
    #        Example: to check Star, Triangle and Square we need 1 + 8 + 32 = 41.
    #        Default:   0 (Disable)
    #                   1 - Star
    #                   2 - Circle
    #                   4 - Diamond
    #                   8 - Triangle
    #                   16 - Moon
    #                   32 - Square
    #                   64 - Cross
    #                   128 - Skull
    
    NpcBot.HealTargetIconsMask = 0
    
    #    NpcBot.Mult.Damage.Melee
    #    NpcBot.Mult.Damage.Spell
    #    NpcBot.Mult.Healing
    #        Description: Multipliers for bots' damage and healing. Allows to balance bots vs players.
    #        Minimum:   0.1
    #        Maximum:  10.0
    #        Default:   1.0
    
    NpcBot.Mult.Damage.Melee = 1.0
    NpcBot.Mult.Damage.Spell = 1.0
    NpcBot.Mult.Healing      = 1.0
    
    #    NpcBot.Enable.Dungeon
    #    NpcBot.Enable.Raid
    #    NpcBot.Enable.BG
    #    NpcBot.Enable.Arena
    #    NpcBot.Enable.DungeonFinder
    #        Description: Allow bots to enter PvE/PvP areas and Dungeon Finder query
    #        Default:   1 - (NpcBot.Enable.Dungeon)
    #                   0 - (NpcBot.Enable.Raid)
    #                   0 - (NpcBot.Enable.BG)
    #                   0 - (NpcBot.Enable.Arena)
    #                   1 - (NpcBot.Enable.DungeonFinder)
    
    NpcBot.Enable.Dungeon       = 1
    NpcBot.Enable.Raid          = 1
    NpcBot.Enable.BG            = 1
    NpcBot.Enable.Arena         = 1
    NpcBot.Enable.DungeonFinder = 1
    
    #    NpcBot.Limit.Dungeon
    #    NpcBot.Limit.Raid
    #        Description: Enable/Disable instance players limitation rules for bots.
    #        Default:   1 - (NpcBot.Limit.Dungeon)
    #                   1 - (NpcBot.Limit.Raid)
    
    NpcBot.Limit.Dungeon = 1
    NpcBot.Limit.Raid    = 1
    
    #    NpcBot.Cost
    #        Description: Bot recruitment cost (in copper).
    #        Note: This value is for level 80 characters.
    #              Cost is reduced for lower levels by simple formula: (cost * level / 80).
    #        Default:   1000000 (100 gold, 1g25s at level 1)
    
    NpcBot.Cost = 1000000
    
    #    NpcBot.PvP
    #        Description: Allow bots to attack player-controlled units (players, pets, bots, etc.)
    #        Note: This rule only applies to player-controlled bots
    #        Default:   1
    
    NpcBot.PvP = 1
    
    #
    ###################################################################################################
    Update 4 changes:
    - Updated Battleground patch from rym
    Now it's fully functional on Warsong Gulch, some playerbots AI fix needed to make it complete.
    - All race all class(ARAC) client mode support added

    Update 3 changes:
    - TC core updated to 2016.07.10
    - Rym battleground patch for playerbot added

    New lines in bots.conf:
    Code:
    # AI Playerbots can join in Battlegrounds
    AiPlayerbot.RandomBotJoinBG = 1
    
    # AI Playerbots pick up the player level
    AIPlayerbot.RandomBotBracketPlayer = 0
    Update 2 changes:
    - TC core updated (2016.07.01)
    - Rochet2's GOmove
    - Phased Duel script
    - LoginBoA script
    - Starting guild script
    - Pet say script (just for fun)
    - Reset hp mp cooldown on login script
    - Visual enchant drop chance in world.conf

    Update 1 changes:
    - LFG enabled, aoe changed to dps in bots default strategy (test)
    - Random visual enchant moved back to cpp script
    - Auto spell learn moved back to cpp script
    - New settings in World.conf

    New lines in world.conf:
    Code:
    ###################################################################################################
    #
    #     Killstreak.Enable
    #        Description: System announce every 5, 10, 15...etc killstreak in global chat.
    #        Default:     1
    
    Killstreak.Enable = 1
    
    #
    #     Killstreak.Battleground.Only
    #        Description: Killstreak system only in battlegrounds.
    #        Default:     0
    
    Killstreak.Battleground.Only = 0
    
    #
    #     Loose.Token.On.PvP.Death
    #        Description: Loosing PvP token if you killed by someone else.
    #        Default:     0
    
    Loose.Token.On.PvP.Death = 1
    
    #
    #     Add.Token.On.PvP.Kill
    #        Description: You receive PvP token when you killing other players or bots
    #        Default:     0
    
    Add.Token.On.PvP.Kill = 1
    
    #
    ###################################################################################################
    
    ###################################################################################################
    #
    #     StartGuild
    #        Description: New players automatically added for the configurated guild IDs.
    #		 Example: 	  StartGuild.Alliance = 45
    #					  StartGuild.Horde = 46
    #        Default:     0 (disabled)
    
    StartGuild.Alliance = 0
    StartGuild.Horde = 0
    
    #
    ###################################################################################################
    
    ###################################################################################################
    #
    #     Solocraft.Enable
    #        Description: Solocraft is a script to increase players and bots stats in raids, 
    #		 based on group size. It feels a little Hacky, but raids is unfair hard with playerbots.
    #        Default:     0
    
    Solocraft.Enable = 0
    
    #
    #     Boss.Announcer.Enable
    #        Description: System announce who killed a world boss in global.
    #        Default:     1
    
    Boss.Announcer.Enable = 1
    
    #
    #     Login.Announcer.Enable
    #        Description: Announce every player and bots login
    #        Default:     1
    
    Login.Announcer.Enable = 1
    
    #
    #     Auto.Spell.Learn
    #        Description: Learning spells automatically on levelup.
    #        Default:     1
    
    Auto.Spell.Learn = 1
    
    #
    #     Random.Visual.Enchant
    #        Description: You have 25% chance to loot weapons with a random visual enchant.
    #					  Only a visual tuning, not a real enchant
    #
    #        Default:     Random.Visual.Enchant = 1
    #					  Visual.drop.chance = 0.10 (0.10 = 10% chance, 1.0 = 100%)
    
    Random.Visual.Enchant = 1
    Visual.drop.chance = 0.10
    
    #
    #     Reset.on.login
    #        Description: Restore players health, mana and cooldowns when log into the game.
    #        Default:     0
    
    Reset.on.login = 0
    
    #
    #     Login.BoA
    #        Description: New players get some starting equipment.
    #        Default:     0
    
    Login.BoA = 0
    
    #
    #     PhasedDueling.Enable
    #        Description: On the start of a duel, the system create a separated phase 
    #					  for the duel partners and hide the other players.
    #        Default:     0
    
    PhasedDueling.Enable = 0
    
    #
    ###################################################################################################
    Download

    How to install:
    1. Copy and overwrite all files
    2. Run the Update.bat while the database server is running and select Import database updates option
    Last edited by conan513; 08-16-2016 at 04:56 PM.

  10. Thanks Zhivoder (1 members gave Thanks to conan513 for this useful post)
  11. #7
    Zhivoder's Avatar Member
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    Conan, the launcher will be like in SPP v3?

  12. #8
    Zhivoder's Avatar Member
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    Very good project! Tested it by 6 hours.
    Core is greate, stable.
    BG by C grade (bots a little blunt). DF is not work (bots do not confirm). Random enchant on loot very pleased.
    Suggestions:
    1. Is it possible to make so that when start bg 10-19 or 20-29 etc. and do not have bots for this bg - bots relog by right character and go?
    2. The same goes for DF.
    3. VAS - balances hp but does not balance the damage in dungeon (single player is not possible).
    4. Commands for bots, crooked work... it is unclear as to ask someone who tanks, who heals.
    5. When die bots do not run to resurrect.

    Everything seems to be, thanks for you great work!!!
    Last edited by Zhivoder; 09-03-2016 at 05:56 AM. Reason: testing project

  13. #9
    conan513's Avatar Contributor
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    SingleCore TC R2 Update 7 beta 1 test
    Previous updates included.

    Update 7 beta 1 changes:
    - TC core updated to 2016 sept. 10
    - Dynamic Spawn System (under development)
    - Battleground rewrite (under development)

    This update highly reduce RAM usage, but increase the CPU usage a bit.

    New lines in world.conf:
    Code:
    ################################################################################################### 
    # SPAWN/RESPAWN SETTINGS 
    # 
    #    Respawn.MinCellCheckMS 
    #        Description: Minimum time before a particular cell will check for respawned creatures. 
    #                     While kept active by players this throttles the checks upon which creatures 
    #                     should be respawned. 
    #        Default:     5 - 5 seconds 
     
    Respawn.MinCellCheckMS = 5000 
     
    # 
    #    Respawn.DynamicMode 
    #        Description: Select which mode (if any) should be used to adjust respawn of creatures. 
    #                     This can be based upon either number of players in the given radius, or 
    #                     number of creatures alive with the same entry, vs dead within the given radius. 
    #                     The latter mode requires a SQL script run with the same parameters, if the  
    #                     radius is changed. 
    #                     Only creatures in a group which has the flag set for dynamic respawn will be 
    #                     considered. 
    #        Default:     0 - No dynamic respawn function 
    #                     1 - Use number of players in radius 
     
    Respawn.DynamicMode = 1 
     
    # 
    #    Respawn.DynamicRadius 
    #        Description: Specified the radius that the search for either players or alive creatures 
    #                     should work within. This has no effect if Respawn.DynamicMode = 0. This is also 
    #                     only used if ActivityScope is cell level. For Zone/Area, the total players for 
    #                     that scope is used. 
    #        Default:     300 - 300 yards 
     
    Respawn.DynamicRadius = 300 
     
    # 
    #    Respawn.DynamicEscortNPC 
    #        Description: This switch enabled or disabled the dynamic respawn function for Escort quest NPCs  
    #                     that are also quest givers, and not in instancable maps (base maps only). 
    #                     This will cause the respawn timer to begin when an escort event begins. 
    #                     Also, these NPC will apply the dynamic respawn function specified above. 
    #        Default:     1 - Enabled 
    #                     0 - Disabled 
     
    Respawn.DynamicEscortNPC = 1 
     
    # 
    #    Respawn.GuidWarnLevel 
    #        Description: The point at which the highest guid for creatures or gameobjects in any map must reach 
    #                     before the warning logic is enabled. A restart will then be queued at the next quiet time 
    #                     The maximum guid per map is 16,777,216. So, it must be less than this value. 
    #        Default:     12000000 - 12 million 
     
    Respawn.GuidWarnLevel = 12000000 
     
    # 
    #    Respawn.WarningMessage 
    #        Description: This mesage will be periodically shown (Frequency specified by Respawn.WarningFrequency) to 
    #                     all users of the server, once the Respawn.GuidWarnLevel has been passed, and a restart scheduled. 
    #                     It's used to warn users that there will be an out of schedule server restart soon. 
    #        Default:     "There will be an unscheduled server restart at 03:00 server time. The server will be available again shortly after." 
     
    Respawn.WarningMessage = "There will be an unscheduled server restart at 03:00. The server will be available again shortly after." 
     
    # 
    #    Respawn.WarningFrequency 
    #        Description: The frequency (in seconds) that the warning message will be sent to users after a quiet time restart is triggered. 
    #                     The message will repeat each time this many seconds passed until the server is restarted. 
    #                     If set to 0, no warnings will be sent. 
    #        Default:     1800 - (30 minutes) 
     
    Respawn.WarningFrequency = 1800 
     
    # 
    #    Respawn.GuidAlertLevel 
    #        Description: The point at which the highest guid for creatures or gameobjects in any map must reach 
    #                     before the alert logic is enabled. A restart will then be triggered for 30 mins from that 
    #                     point. The maximum guid per map is 16,777,216. So, it must be less than this value. 
    #        Default:     16000000 - 12 million 
     
    Respawn.GuidAlertLevel = 16000000 
     
    # 
    #    Respawn.AlertRestartReason 
    #        Description: The shutdown reason given when the alert level is reached. The server will use a fixed time of 
    #                     5 minutes and the reason for shutdown will be this message 
    #        Default:     "Urgent Maintenance" 
     
    Respawn.AlertRestartReason = "Urgent Maintenance" 
     
    # 
    #    Respawn.RestartQuietTime 
    #        Description: The hour at which the server will be restarted after the Respawn.GuidWarnLevel 
    #                     threshold has been reached. This can be between 0 and 23. 20 will be 8pm server time 
    #        Default:     3 - 3am 
     
    Respawn.RestartQuietTime = 3 
     
    # 
    #    Respawn.ActivityScopeCreature 
    #        Description: The scope at which player activity will trigger respawn/despawn events. When a player 
    #                     is in the same cell/area/zone as the object periodic checks will be made for creatures 
    #                     due to be respawned. If there are pooled creatures setup, then it's advised to use 
    #                     area or zone. If not, then cell is the best option. 
    #        Default:     0 - Cell level 
    #                     1 - Area level 
    #                     2 - Zone level 
     
    Respawn.ActivityScopeCreature = 0 
     
    # 
    #    Respawn.DynamicRateCreature 
    #        Description: The rate at which respawn time is adjusted per extra player found in the "region". 
    #                     Region is defined by ActivityScope. For Area/Zone it's number of players per Area/Zone. 
    #                     For cell, it's number of players within <DynamicRadius> setting yards of the respawn point. 
    #                     This value is multiplied by number of players then this factor is multiplied by original spawn 
    #                     time and added to current time in comparison to expected respawn time. Example: 
    #                     Dynamic Rate is 0.1 (10%). There are 5 players in range. 0.1 * 5 = 0.5. Respawn time is 5 mins. 
    #                     Current time is 50000 (secs). 5minsx60 = 300secs. 300*0.5 = 150. So current time for comparison is 
    #                     50150. If any creatures have a respawn time of 50150 or less, they will be respawned. 
    #        Default:     0.05 - (5% per player) 
     
    Respawn.DynamicRateCreature = 0.05 
     
    # 
    #    Respawn.DynamicMinimumCreature 
    #        Description: The minimum respawn time a creature can have. If the number of players multiplied by DynamicRate 
    #                     reaches a point where it would be 100% of the respawn time or more, this respawn time will be applied 
    #                     instead. 
    #        Default:     10 - (10 seconds) 
     
    Respawn.DynamicMinimumCreature = 10 
     
    # 
    #    Respawn.ActivityScopeGameObject 
    #        Description: The scope at which player activity will trigger respawn/despawn events. When a player 
    #                     is in the same cell/area/zone as the object periodic checks will be made for gameobjects 
    #                     due to be respawned. If there are pooled gameobjects setup (by default nodes are pooled) 
    #                     then it's advised to use area or zone. If not, then cell is the best option. 
    #        Default:     2 - Zone level 
    #                     1 - Area level 
    #                     0 - Cell level 
     
    Respawn.ActivityScopeGameObject = 2 
     
    # 
    #    Respawn.DynamicRateGameObject 
    #        Description: The rate at which respawn time is adjusted per extra player found in the "region". 
    #                     Region is defined by ActivityScope. For Area/Zone it's number of players per Area/Zone. 
    #                     For cell, it's number of players within <DynamicRadius> setting yards of the respawn point. 
    #                     This value is multiplied by number of players then this factor is multiplied by original spawn 
    #                     time and added to current time in comparison to expected respawn time. Example: 
    #                     Dynamic Rate is 0.1 (10%). There are 5 players in range. 0.1 * 5 = 0.5. Respawn time is 5 mins. 
    #                     Current time is 50000 (secs). 5minsx60 = 300secs. 300*0.5 = 150. So current time for comparison is 
    #                     50150. If any gameobjects have a respawn time of 50150 or less, they will be respawned. 
    #        Default:     0.01 - (1% per player) 
     
    Respawn.DynamicRateGameObject = 0.01 
     
    # 
    #    Respawn.DynamicMinimumGameObject 
    #        Description: The minimum respawn time a gameobject can have. If the number of players multiplied by DynamicRate 
    #                     reaches a point where it would be 100% of the respawn time or more, this respawn time will be applied 
    #                     instead. 
    #        Default:     10 - (10 seconds) 
     
    Respawn.DynamicMinimumGameObject = 10 
     
    # 
    ###################################################################################################
    Full changelog

    Download

    How to install:
    1. Copy and overwrite all files
    2. Run the Update.bat while the database server is running and select Import database updates option

  14. Thanks Zhivoder, AussieGuy (2 members gave Thanks to conan513 for this useful post)
  15. #10
    AussieGuy's Avatar Member
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    Hi,

    In the latest patch, all ships and trams leave without you.

    I.e. the ship moves, you can be inside a room on the ship and it just leaves you behind.

    Thanks,

    Glenn

  16. #11
    mcleodballer's Avatar Member
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    I can't seem to get this running. I have tried for a few days but when I try to start the world I get an error . I would be willing to even pay someone to do this for me in teamviewer I'm that desperate.

  17. #12
    conan513's Avatar Contributor
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    SingleCore TC R2 Update 8
    Previous updates included.

    Update 8 changes:
    - TrinityCore updated to 2016.09.24
    - Account achievement script (unfinished, need test)
    - Mercenary script (buggy, maybe need SQL fix)
    - Few code correction from ike3
    - Some Update.bat fix from my legion pack

    Mercenary script from EmuDevs
    This is a "follower from WoD" like script.
    You can create your own follower bot, can change equipments, spells, strategy and many things.
    Current version is only a "preview" because the code is unfinished/outdated.
    NPC ID: 90002
    Wiki: Home * EmuDevs/Mercenary Wiki * GitHub

    Code:
    Update 7 beta 2 changes:
    - Randombots on world default strategy changed: dps -> aoe (testing)
    - NPC vendors on GM Island removed (maybe add it later)
    - Account Mounts script added
    - Changed this repack colors to cyan (Legion repack is lime)
    
    Update 7 beta 1 changes:
    - TC core updated to 2016 sept. 10
    - Dynamic Spawn System (under development)
    - Battleground rewrite (under development)
    
    This update highly reduce RAM usage, but increase the CPU usage a bit.
    
    New lines in world.conf:
    
    Code:
    ################################################################################################### 
    # SPAWN/RESPAWN SETTINGS 
    # 
    #    Respawn.MinCellCheckMS 
    #        Description: Minimum time before a particular cell will check for respawned creatures. 
    #                     While kept active by players this throttles the checks upon which creatures 
    #                     should be respawned. 
    #        Default:     5 - 5 seconds 
     
    Respawn.MinCellCheckMS = 5000 
     
    # 
    #    Respawn.DynamicMode 
    #        Description: Select which mode (if any) should be used to adjust respawn of creatures. 
    #                     This can be based upon either number of players in the given radius, or 
    #                     number of creatures alive with the same entry, vs dead within the given radius. 
    #                     The latter mode requires a SQL script run with the same parameters, if the  
    #                     radius is changed. 
    #                     Only creatures in a group which has the flag set for dynamic respawn will be 
    #                     considered. 
    #        Default:     0 - No dynamic respawn function 
    #                     1 - Use number of players in radius 
     
    Respawn.DynamicMode = 1 
     
    # 
    #    Respawn.DynamicRadius 
    #        Description: Specified the radius that the search for either players or alive creatures 
    #                     should work within. This has no effect if Respawn.DynamicMode = 0. This is also 
    #                     only used if ActivityScope is cell level. For Zone/Area, the total players for 
    #                     that scope is used. 
    #        Default:     300 - 300 yards 
     
    Respawn.DynamicRadius = 300 
     
    # 
    #    Respawn.DynamicEscortNPC 
    #        Description: This switch enabled or disabled the dynamic respawn function for Escort quest NPCs  
    #                     that are also quest givers, and not in instancable maps (base maps only). 
    #                     This will cause the respawn timer to begin when an escort event begins. 
    #                     Also, these NPC will apply the dynamic respawn function specified above. 
    #        Default:     1 - Enabled 
    #                     0 - Disabled 
     
    Respawn.DynamicEscortNPC = 1 
     
    # 
    #    Respawn.GuidWarnLevel 
    #        Description: The point at which the highest guid for creatures or gameobjects in any map must reach 
    #                     before the warning logic is enabled. A restart will then be queued at the next quiet time 
    #                     The maximum guid per map is 16,777,216. So, it must be less than this value. 
    #        Default:     12000000 - 12 million 
     
    Respawn.GuidWarnLevel = 12000000 
     
    # 
    #    Respawn.WarningMessage 
    #        Description: This mesage will be periodically shown (Frequency specified by Respawn.WarningFrequency) to 
    #                     all users of the server, once the Respawn.GuidWarnLevel has been passed, and a restart scheduled. 
    #                     It's used to warn users that there will be an out of schedule server restart soon. 
    #        Default:     "There will be an unscheduled server restart at 03:00 server time. The server will be available again shortly after." 
     
    Respawn.WarningMessage = "There will be an unscheduled server restart at 03:00. The server will be available again shortly after." 
     
    # 
    #    Respawn.WarningFrequency 
    #        Description: The frequency (in seconds) that the warning message will be sent to users after a quiet time restart is triggered. 
    #                     The message will repeat each time this many seconds passed until the server is restarted. 
    #                     If set to 0, no warnings will be sent. 
    #        Default:     1800 - (30 minutes) 
     
    Respawn.WarningFrequency = 1800 
     
    # 
    #    Respawn.GuidAlertLevel 
    #        Description: The point at which the highest guid for creatures or gameobjects in any map must reach 
    #                     before the alert logic is enabled. A restart will then be triggered for 30 mins from that 
    #                     point. The maximum guid per map is 16,777,216. So, it must be less than this value. 
    #        Default:     16000000 - 12 million 
     
    Respawn.GuidAlertLevel = 16000000 
     
    # 
    #    Respawn.AlertRestartReason 
    #        Description: The shutdown reason given when the alert level is reached. The server will use a fixed time of 
    #                     5 minutes and the reason for shutdown will be this message 
    #        Default:     "Urgent Maintenance" 
     
    Respawn.AlertRestartReason = "Urgent Maintenance" 
     
    # 
    #    Respawn.RestartQuietTime 
    #        Description: The hour at which the server will be restarted after the Respawn.GuidWarnLevel 
    #                     threshold has been reached. This can be between 0 and 23. 20 will be 8pm server time 
    #        Default:     3 - 3am 
     
    Respawn.RestartQuietTime = 3 
     
    # 
    #    Respawn.ActivityScopeCreature 
    #        Description: The scope at which player activity will trigger respawn/despawn events. When a player 
    #                     is in the same cell/area/zone as the object periodic checks will be made for creatures 
    #                     due to be respawned. If there are pooled creatures setup, then it's advised to use 
    #                     area or zone. If not, then cell is the best option. 
    #        Default:     0 - Cell level 
    #                     1 - Area level 
    #                     2 - Zone level 
     
    Respawn.ActivityScopeCreature = 0 
     
    # 
    #    Respawn.DynamicRateCreature 
    #        Description: The rate at which respawn time is adjusted per extra player found in the "region". 
    #                     Region is defined by ActivityScope. For Area/Zone it's number of players per Area/Zone. 
    #                     For cell, it's number of players within <DynamicRadius> setting yards of the respawn point. 
    #                     This value is multiplied by number of players then this factor is multiplied by original spawn 
    #                     time and added to current time in comparison to expected respawn time. Example: 
    #                     Dynamic Rate is 0.1 (10%). There are 5 players in range. 0.1 * 5 = 0.5. Respawn time is 5 mins. 
    #                     Current time is 50000 (secs). 5minsx60 = 300secs. 300*0.5 = 150. So current time for comparison is 
    #                     50150. If any creatures have a respawn time of 50150 or less, they will be respawned. 
    #        Default:     0.05 - (5% per player) 
     
    Respawn.DynamicRateCreature = 0.05 
     
    # 
    #    Respawn.DynamicMinimumCreature 
    #        Description: The minimum respawn time a creature can have. If the number of players multiplied by DynamicRate 
    #                     reaches a point where it would be 100% of the respawn time or more, this respawn time will be applied 
    #                     instead. 
    #        Default:     10 - (10 seconds) 
     
    Respawn.DynamicMinimumCreature = 10 
     
    # 
    #    Respawn.ActivityScopeGameObject 
    #        Description: The scope at which player activity will trigger respawn/despawn events. When a player 
    #                     is in the same cell/area/zone as the object periodic checks will be made for gameobjects 
    #                     due to be respawned. If there are pooled gameobjects setup (by default nodes are pooled) 
    #                     then it's advised to use area or zone. If not, then cell is the best option. 
    #        Default:     2 - Zone level 
    #                     1 - Area level 
    #                     0 - Cell level 
     
    Respawn.ActivityScopeGameObject = 2 
     
    # 
    #    Respawn.DynamicRateGameObject 
    #        Description: The rate at which respawn time is adjusted per extra player found in the "region". 
    #                     Region is defined by ActivityScope. For Area/Zone it's number of players per Area/Zone. 
    #                     For cell, it's number of players within <DynamicRadius> setting yards of the respawn point. 
    #                     This value is multiplied by number of players then this factor is multiplied by original spawn 
    #                     time and added to current time in comparison to expected respawn time. Example: 
    #                     Dynamic Rate is 0.1 (10%). There are 5 players in range. 0.1 * 5 = 0.5. Respawn time is 5 mins. 
    #                     Current time is 50000 (secs). 5minsx60 = 300secs. 300*0.5 = 150. So current time for comparison is 
    #                     50150. If any gameobjects have a respawn time of 50150 or less, they will be respawned. 
    #        Default:     0.01 - (1% per player) 
     
    Respawn.DynamicRateGameObject = 0.01 
     
    # 
    #    Respawn.DynamicMinimumGameObject 
    #        Description: The minimum respawn time a gameobject can have. If the number of players multiplied by DynamicRate 
    #                     reaches a point where it would be 100% of the respawn time or more, this respawn time will be applied 
    #                     instead. 
    #        Default:     10 - (10 seconds) 
     
    Respawn.DynamicMinimumGameObject = 10 
     
    # 
    ###################################################################################################
    Full changelog

    Download

    How to install:
    1. Copy and overwrite all files
    2. Run the Update.bat while the database server is running and select Import database updates option

  18. #13
    Zhivoder's Avatar Member
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    V-8 - Elevators do not work. Falls through Elevator. The guns on the ships in Icecrown citadel remain in place but the ship flies away.
    V-7.2 it is work

  19. Thanks conan513 (1 members gave Thanks to Zhivoder for this useful post)
  20. #14
    conan513's Avatar Contributor
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    Originally Posted by Zhivoder View Post
    V-8 - Elevators do not work. Falls through Elevator. The guns on the ships in Icecrown citadel remain in place but the ship flies away.
    V-7.2 it is work
    working on it
    I think the dynamic spawn system is the source of this issue

  21. Thanks Zhivoder (1 members gave Thanks to conan513 for this useful post)
  22. #15
    mcleodballer's Avatar Member
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    Any Help please??

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