working deathgate code for arcemu *tested* menu

User Tag List

Results 1 to 7 of 7
  1. #1
    Kuraria's Avatar Member
    Reputation
    11
    Join Date
    Jul 2007
    Posts
    29
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    working deathgate code for arcemu *tested*

    add into ArcScriptMiscScripts->Scripts->GameObjects.cpp

    if your still not sure after the road map look around the file it's pretty well themed just plug it in =D

    Code:
    class DeathKnightDeathGate : public GameObjectAIScript
    {
    public:
        DeathKnightDeathGate(GameObject* goinstance) : GameObjectAIScript(goinstance) {}
        static GameObjectAIScript *Create(GameObject * GO) { return new DeathKnightDeathGate(GO); }
    
        void OnActivate(Player * pPlayer)
        {
            pPlayer->SafeTeleport(0, 0, 2354.67f, -5665.25f, 426.028f, 0.57491f);
        }
    };
    
    mgr->register_gameobject_script(190942, &DeathKnightDeathGate::Create);

    working deathgate code for arcemu *tested*
  2. #2
    archenemy97's Avatar Member
    Reputation
    2
    Join Date
    Mar 2008
    Posts
    5
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Nice, fixing to test.

  3. #3
    Kuraria's Avatar Member
    Reputation
    11
    Join Date
    Jul 2007
    Posts
    29
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by archenemy97 View Post
    Nice, fixing to test.
    lol 10 hrs later and your still *testing*?

    Code:
    609, 0, 2357.95f, -5662.73f, 426.028f, 0.56313f
    was the "official" cords offered for it if anyone is concerned your welcome to anyone that uses it. Also yes this fix was by me and I have credits on the official arcemu forums/svn for it =D

  4. #4
    JaRRu's Avatar Member
    Reputation
    2
    Join Date
    Oct 2008
    Posts
    75
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    that gate do, trainers work?

  5. #5
    XxCyanidexX's Avatar Member
    Reputation
    56
    Join Date
    Nov 2008
    Posts
    138
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    nice it works for me

  6. #6
    wakefinder2's Avatar Member
    Reputation
    1
    Join Date
    Nov 2008
    Posts
    9
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    cool post bro

  7. #7
    Shich's Avatar Member
    Reputation
    1
    Join Date
    Aug 2008
    Posts
    5
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    well done mate! nice post.

Similar Threads

  1. [Repack] Searching for a working trinity core or arcemu repack for 3.3.5a Client
    By brunolopes1996 in forum WoW EMU Questions & Requests
    Replies: 0
    Last Post: 02-25-2015, 04:18 PM
  2. [Selling] Working Digital codes for Services, Mount, and Collectors Editions
    By trufflesprings in forum World of Warcraft Buy Sell Trade
    Replies: 1
    Last Post: 11-11-2014, 05:37 PM
  3. Working Char + Logon database for arcemu.
    By Moaradin in forum WoW EMU Questions & Requests
    Replies: 2
    Last Post: 11-25-2009, 05:32 PM
  4. [REQUEST] Working database for arcemu 3.1.3 patched.
    By Skovisen in forum WoW EMU Questions & Requests
    Replies: 3
    Last Post: 07-08-2009, 01:01 PM
  5. Replies: 4
    Last Post: 06-14-2008, 03:36 PM
All times are GMT -5. The time now is 06:15 AM. Powered by vBulletin® Version 4.2.3
Copyright © 2024 vBulletin Solutions, Inc. All rights reserved. User Alert System provided by Advanced User Tagging (Pro) - vBulletin Mods & Addons Copyright © 2024 DragonByte Technologies Ltd.
Digital Point modules: Sphinx-based search