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  1. #1
    shadeypwns's Avatar Member
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    Moonscripts Extra

    Ok so here's my latest problem, after doing my server wipe I thought I'd reward the dedicated players with something cool, and I thought a WarpNPC would be a great idea. Well I tried the generator that you can download, however after trying on multiple forums to get anyone to even remotely describe what to do with the files after you have them, I gave up. Then I had a great idea, why not take the WarpNPC from Moonscripts Extras folder and just modify the code to include the places I wanted. It turned out to be really easy, but when I got to build a solution, when I try to do it on either debug or release mode it just says "2 projects skipped (it trys to do the NonBlizzLikeScripts and the TournamentScripts) the project was not meant to be compiled in this mode" or something like that. So I couldn't get them to compile. However when I right-click the "NonBlizzLikeScripts" and hit "build" it works fine but it only does debug mode, and it doesn't give me a NonBlizzLikeScripts.dll file.

    So here's the summation, how do I build a solution for the Extras in the Moonscripts folder? (Note: this is on trunk). Also once I have the solution, will it give me a .dll file, or do I not need one?

    Zalthorianwow.podzone.org

    Moonscripts Extra
  2. #2
    shadeypwns's Avatar Member
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    well I guess the good news is I finally stumped the "Emulator Server Discussion" Gurus, the bad news is now I still don't have a solution for this. I can't believe no one on any of the forums knows how to compile a warpnpc.

    Zalthorianwow.podzone.org

  3. #3
    doublehex's Avatar Member
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    ...lots of people know how to compile a warpnpc, theres guides in the guide section...just look there...

    on your top tool bar look for the "debug" box, click it an you will see release, click the release then build


  4. #4
    shadeypwns's Avatar Member
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    good try, but I've read that guide, no help, and I also said in my post that I tried both debug and release versions, and both just get skipped. Anyone else?

    Zalthorianwow.podzone.org

  5. #5
    Sonic Waffle's Avatar Contributor
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    What compiler are you using? (Include the version aswell...)


  6. #6
    TheSpidey's Avatar Elite User
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    Try waiting more than 10 minutes next time.

  7. #7
    shadeypwns's Avatar Member
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    To Pig - Microsoft Visual Studio 2008
    To Spidey - If you guys know the answer to something then the post is answered in under 5 minutes, so I was assuming at the 10 minute mark as you so wisely spotted, that no one knew the answer. I appear to be right so far.

    Zalthorianwow.podzone.org

  8. #8
    doublehex's Avatar Member
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    ......its not like everyones always looking at the forums....

    oh and did you ever take the time to read the readme!?!??!


  9. #9
    doublehex's Avatar Member
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    ok lol i stand corrected, lol but still come on dude read the readme!! thats why its called a readme!!
    NBL(NonBlizzLike) Scripts Instalation

    Step1: If you are going to use these scripts, make sure you run the queries into your world db
    Step2: Merge/combine the ascent.conf in this directory, with yours.
    Step3: Enable/Disable the scripts you want via the configuration file.
    Step4: Compile
    Step5: Run ascent.exe

    ~plexor/zxc


  10. #10
    shadeypwns's Avatar Member
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    Yes I did read the readme, how does that help me with compiling whatsoever? I executed the .sql files for the warpnpc into my database, the npc isn't going to do anything if it doesn't have scripts to run on though. I also modified my .conf file to include the data in their "extras" .conf file, and now when I launch my server I do get green coding that says "enabling scripts for warpnpc" or something along those lines, again though, how does that help me with compiling the warpnpc?

    Edit: Step 4: Compile (this is the only step in the readme that even mentions compiling, not exactly the best guide ever made.)
    Last edited by shadeypwns; 03-24-2008 at 07:27 PM. Reason: forgot to add sarcasm.

    Zalthorianwow.podzone.org

  11. #11
    TheSpidey's Avatar Elite User
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    Originally Posted by shadeypwns View Post
    If you guys know the answer to something then the post is answered in under 5 minutes, so I was assuming at the 10 minute mark as you so wisely spotted, that no one knew the answer. I appear to be right so far.
    I can compile my scripts perfectly.

    Try importing the scripts to an existing project.

  12. #12
    shadeypwns's Avatar Member
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    hmm sounds like we might have an answer here, although you'll have to go into more detail on "importing scripts to an existing project", I know I sound like a genius, however I merely employ extreme use of sarcasm and well thought out sentences to take advantage of other peoples minds.

    In other words, how do I do that? :P

    Zalthorianwow.podzone.org

  13. #13
    doublehex's Avatar Member
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    huh well man you seem to be the only one with the problem, did you follow the readme in the trunk?
    How to install Moon scripts:

    1) Make sure to compile the LATEST Ascent revisions. Leave a copy of the
    compiled emulator in the Ascent/bin/release folder. The scripts will need
    these files to compile.

    2) Create a directory called MoonScripts inside your Ascent/src folder.

    3) Check out this folder (http://mmoforge.org/svn/moon/trunk) into the
    newly created MoonScripts folder.

    Windows:
    4) Now open up one of the Visual Studio solutions and set the build configuration
    to Release. Then compile. All the scripts should compile properly.

    Linux:
    4) Open ascentsrcmakefile.am and replace "scripts" with "MoonScripts", like this:
    SUBDIRS = ascent-shared ascent-logonserver ascent-world ascent-voicechat ascent-realmserver MoonScripts
    Then compile.

    5) Apply sqlmoonplusplus_full.sql to your world database.

    (Note: C++ "scripts" can *NOT* be hot swapped, meaning you must restart the server
    to use them).

    EDIT: what spidey means is that you just move that script into another project like gossip scripts, just add a line to setup.cpp and 1 more to setup.h, add your teleporter script to the sources folder, set to release and compile
    Last edited by doublehex; 03-24-2008 at 07:42 PM.


  14. #14
    shadeypwns's Avatar Member
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    interesting that I would be the only one with the problem, figures it would happen to me though, I know it's not the fact that I modified the code because when I force it to compile in debug mode it doesn't have any errors, however I will try the solution of adding it to another script, and we'll see how it turns out, if it works I'll rep both of ya for explaining it and introducing the idea.

    Zalthorianwow.podzone.org

  15. #15
    Sonic Waffle's Avatar Contributor
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    Whatz about me???? Na, I'm only joking.... Hope it works out....


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