What Do I update In a Teleporter Npc To Make it Work With Newer revs? menu

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  1. #1
    mafiaboy's Avatar Contributor
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    What Do I update In a Teleporter Npc To Make it Work With Newer revs?

    Teleporter npc's keep crashing if i use a new rev. , where in the source code do i update it?

    What Do I update In a Teleporter Npc To Make it Work With Newer revs?
  2. #2
    2dgreengiant's Avatar ★ Elder ★


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    you should compile it with the core as far as im aware
    If you need me you have my skype, if you don't have my skype then you don't need me.

  3. #3
    jokerjokes's Avatar Active Member
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    Yes, the core that you have, if you compile it wiht it, then it should work flawlessly with it.

  4. #4
    mafiaboy's Avatar Contributor
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    theres a warpnpc that comes with ascent?

  5. #5
    jokerjokes's Avatar Active Member
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    lol, not that i know of, but there should be the source that you ahve no? just recompile it with your new "core" and then it should work.

  6. #6
    mafiaboy's Avatar Contributor
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    o...ok? lol i think my dev will do this , i dont see how compiliing it with my core would change the orginal source code of the teleporter to update it for that rev, but hey if it works! :P

  7. #7
    doublehex's Avatar Member
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    you need to edit setup.cpp heres what current setup.cpp looks like:
    #include "StdAfx.h"
    #include "Setup.h"
    #include <ScriptSetup.h>

    extern "C" SCRIPT_DECL uint32 _exp_get_script_type()
    {
    return SCRIPT_TYPE_MISC;
    }

    extern "C" SCRIPT_DECL void _exp_script_register(ScriptMgr* mgr)
    {
    SetupInnkeepers(mgr);
    SetupBattlemaster(mgr);
    SetupGuardGossip(mgr);

    }

    #ifdef WIN32

    BOOL APIENTRY DllMain( HANDLE hModule, DWORD ul_reason_for_call, LPVOID lpReserved )
    {
    return TRUE;
    }

    #endif
    edit whats in red


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