[Release] Buildings for Ascent/Antrix menu

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  1. #31
    Tankotron's Avatar Commander
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    Re: [Release] Buildings for Ascent/Antrix

    thx.. im retarded lawl

    [Release] Buildings for Ascent/Antrix
  2. #32
    warsheep's Avatar Contributor
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    Re: [Release] Buildings for Ascent/Antrix

    Originally Posted by koga6197 View Post
    thx.. im retarded lawl
    I can't say i disagree, - I cannot lie.
    I can't say i agree, - I don't want to insult you.

    ><
    FOR A MOMENT, NOTHING HAPPENED. THEN, AFTER A SECOND OR SO, NOTHING CONTINUED TO HAPPEN.

  3. #33
    warsheep's Avatar Contributor
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    Re: [Release] Buildings for Ascent/Antrix

    Alrite, this is kind of a bump, but it is because I am going to start to look for objects myself.

    So, if there is any requests for things i should try to find, now is the time.
    FOR A MOMENT, NOTHING HAPPENED. THEN, AFTER A SECOND OR SO, NOTHING CONTINUED TO HAPPEN.

  4. #34
    Equ1N0X's Avatar Contributor
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    Re: [Release] Buildings for Ascent/Antrix

    maybe one of those blood elf towers like the one in terrokar (forgot place name, sunfury post?) and more elvenbuildings.
    also the gadgetzan walls, and more houses like human/ bloodelf style, maybe more caves and buildings which wont spawn 4 feet in air.
    also
    Last edited by Equ1N0X; 09-06-2007 at 06:15 PM.

  5. #35
    Troys's Avatar Contributor
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    Re: [Release] Buildings for Ascent/Antrix

    Walls would be nice nice big walls to keep a player from excaping
    Pals 4 Life

  6. #36
    bowser's Avatar Member
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    Re: [Release] Buildings for Ascent/Antrix

    The raventhold manor would be cool too. And the SL7 and gm island houses.

  7. #37
    warsheep's Avatar Contributor
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    Re: [Release] Buildings for Ascent/Antrix

    Ye, I'm actully thinking i can manage to make an MINOR hackpatch like thing, so you can see the Guildhouses and such...
    Going to try it out later.
    ALSO:
    Write down the MPQ path of a house you'd want me to post, like, world/wmo/buildings/Guildhousea (Something like that.)
    And i can include it!
    FOR A MOMENT, NOTHING HAPPENED. THEN, AFTER A SECOND OR SO, NOTHING CONTINUED TO HAPPEN.

  8. #38
    daser's Avatar Active Member
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    Re: [Release] Buildings for Ascent/Antrix

    k now i used this it worked on antrix
    i used it it worked on mangos
    i am runing mangos for the moment
    do you know how can i cofigure my mangosd so i can make it not disappear when you go aliitle more far??
    +rep for who help`s
    Last edited by daser; 09-07-2007 at 10:07 AM.

  9. #39
    warsheep's Avatar Contributor
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    Re: [Release] Buildings for Ascent/Antrix

    Originally Posted by daser View Post
    k now i used this it worked on antrix
    i used it it worked on mangos
    i am runing mongos for the moment
    do you know how can i cofigure my mangosd so i can make it not disappear when you go aliitle more far??
    +rep for who help`s

    Mongos..?

    Anyway, post your Mangos.conf file here, and i can see if Mangos has an option for it.
    FOR A MOMENT, NOTHING HAPPENED. THEN, AFTER A SECOND OR SO, NOTHING CONTINUED TO HAPPEN.

  10. #40
    daser's Avatar Active Member
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    Re: [Release] Buildings for Ascent/Antrix

    Soory for ''mongos'' it is mangos

    # MaNGOS Configuration file
    ConfVersion=2007071001

    # RealmID must match the realmlist
    RealmID = 1

    # 0 NORMAL 1 PVP 4 NORMAL 6 RP 8 RPPVP
    GameType = 0

    # Allow server use expansion content
    # 0 (not check expansion maps existence, not allow wisit its, not allow create new race characters, ignore account expansion setting)
    # Default: 1 (check expansion maps existence, and if client support expansion and account have expansion setting then allow visit expansion maps, allow create new races character)
    Expansion = 1

    # Data directory setting.
    # Important: DataDir needs to be quoted, as it is a string which may
    # contain space characters.
    DataDir = "."

    # Logs directory setting.
    # Important: Logs dir must exists, or all logs be disable
    # Default: "" - no log directory prefix, if used log names isn't absolute path then logs will be stored in current directory for run program.
    LogsDir = "."

    # Database connection settings for the world server.
    # Default: hostname;port;username;password;database
    # .;somenumber;username;password;database - use named pipes at Windows
    # Named pipes: mySQL required adding "enable-named-pipe" to [mysqld] section my.ini
    # .;/path/to/unix_socket;username;password;database - use Unix sockets at Unix/Linux
    # Unix sockets: experimental, not tested
    LoginDatabaseInfo = "l---|" don`t want to show you tath
    WorldDatabaseInfo = "l---|" and i don`t like to show you tath too :P:P:P:P

    # Settings for maximum database-ping interval (minutes between pings)
    MaxPingTime = 30

    # DBC Language Settings
    # 0 = English
    # 1 = Korean
    # 2 = French
    # 3 = German
    # 4 = Chinese
    # 5 = Taiwanese
    # 6 = Spanish
    # 7 = Russian
    # 8 = Unknown
    # 9 = Unknown
    # 10 = Unknown
    # 11 = Unknown
    # 12 = Unknown
    # 13 = Unknown
    # 14 = Unknown
    # 15 = Unknown
    # 255 = Auto Detect (Default)
    DBC.Locale = 0

    # Enable logging of GM commands - all SQL code will be written to a log file
    # All commands are written to a file: YYYY-MM-DD_logSQL.sql
    # If a new day starts (00:00:00) then a new file is created - the old
    # file will not be deleted.
    # 0 - Do not log
    # 1 - Write SQL code to logfile
    LogSQL = 1

    # Server console level of logging
    # 0 = Minimum; 1 = Basic&Error; 2 = Detail; 3 = Full/Debug
    # Default: 0
    # recommend: 1
    LogLevel = 1

    # Logfile name
    # empty name disable creating log file: LogFile =
    # Default: ""
    LogFile = "Server.log"

    # Logfile with timestamp of server start in name
    # Default: 0 - no timestamp in name
    # 1 - add timestamp in name in form Logname_YYYY-MM-DD_HH-MM-SS.Ext for Logname.Ext
    LogTimestamp = 0

    # Server file level of logging
    # 0 = Minimum; 1 = Error; 2 = Detail; 3 = Full/Debug
    # Default: 0
    LogFileLevel = 1

    # Log filters
    # 0 (default) - include in log if log level permit, 1 - not include with any log level
    LogFilter_TransportMoves = 0
    LogFilter_CreatureMoves = 0
    LogFilter_VisibilityChanges = 0

    # Color for messages (format "normal_color details_color debug_color error_color)
    # Colors: 0 - BLACK, 1 - RED, 2 - GREEN, 3 - BROWN, 4 - BLUE, 5 - MAGENTA, 6 - CYAN, 7 - GREY,
    # 8 - YELLOW, 9 - LRED, 10 - LGREEN, 11 - LBLUE, 12 - LMAGENTA, 13 - LCYAN, 14 - WHITE
    # Default: "" - none colors
    # "13 7 11 9" - for example
    LogColors = "13 7 11 9"

    # Packet logging file for the worldserver.
    # Default: ""
    WorldLogFile = "world.log"

    # Log file of DB errors detected at server run.
    # Default: ""
    DBErrorLogFile = "DBErrors.log"

    # Log file of gm commands
    # Default: "" (Disable)
    GmLogFile = "gmlog"

    # Log file of RA commands, "" for disable
    # Default: "Ra.log"
    RaLogFile = ""

    # Used processors mask for multi-processors system (Used only at Windows)
    # Default: 0 (selected by OS)
    # number (bitmask value of selected processors)
    UseProcessors = 0

    # Process proirity setting (Used only at Windows)
    # 0 (Normal)
    # Default: 1 (HIGH)
    ProcessPriority = 1

    # Compression level for update packages sended to client (1..9)
    # Default: 1 (speed)
    # 9 (best compression)
    Compression = 6

    # Maximum number of players in the world. Excluding GM's
    # Default: 100
    PlayerLimit = 1000

    # Max level that can reached by player for expirience (in range from 1 to 255).
    # Change not recommended
    # Default: 60
    MaxPlayerLevel = 100

    # Activate weather system
    # Default: 1 (true)
    # 0 (false)
    ActivateWeather = 0

    # Ignore level requirement to enter instance
    # 1 (true)
    # Default: 0 (false)
    Instance.IgnoreLevel = 1

    # Ignore raid requirement to enter instance
    # 1 (true)
    # Default: 0 (false)
    Instance.IgnoreRaid = 1

    # quest level difference to hide for player low level quests: if player_level > quest_level + LowLevelQuestsHideDiff then quest ! mark not show for quest giver
    # -1 (show all available quests marks)
    # Default: 4
    Quests.LowLevelHideDiff = 4

    # quest level difference to hide for player high level quests: if player_level < quest_min_level - HighLevelQuestsHideDiff then quest ! mark not show for quest giver
    # -1 (show all available quests marks)
    # Default: 7
    Quests.HighLevelHideDiff = 7

    # Max count that player can learn the primary trade skill.
    # Default: 2
    # Max : 9
    MaxPrimaryTradeSkill = 9

    # Min signatures count to creating guild (0..9).
    # Default: 9
    MinPetitionSigns = 9

    # Max distance to creature for group memeber to get XP at creature death.
    # Default: 74
    MaxGroupXPDistance = 74

    # Max level different with creature for group member to get XP at creature death.
    # Default: 10
    MaxGroupXPLevelDiff = 10

    # Allow or not accounts to create characters in the 2 teams in any game type.
    # Default: 0 (Not allowed)
    # 1 (Allowed)
    AllowTwoSide.Accounts = 1

    # Allow or not common :chat(say,yell);channel(chat)group(join)guild(join);trade for players from different teams.
    # Default: 0 (Not allowed)
    # 1 (Allowed)
    AllowTwoSide.Interaction.Chat = 1
    AllowTwoSide.Interaction.Channel = 1
    AllowTwoSide.Interaction.Group = 1
    AllowTwoSide.Interaction.Guild = 1
    AllowTwoSide.Interaction.Trade = 1

    # Allow or not show player from both team in who list.
    # Default: 0 (Not allowed)
    # 1 (Allowed)
    AllowTwoSide.WhoList = 1

    # Chat anti-flood protection, haste message count to activate protection
    # 0 (disible anti-flood protection)
    # Default: 10
    ChatFlood.MessageCount = 0

    # Chat anti-flood protection, minimum message delay to count message
    # Default: 1 (in secs)
    ChatFlood.MessageDelay = 1

    # Chat anti-flood protection, mute time at activation flood protection (not saved)
    # Default: 10 (in secs)
    ChatFlood.MuteTime = 10

    # Is GM accept whispers from player by default.
    # Default: 0 (false)
    # 1 (true)
    GM.WhisperingTo = 1

    # Is GM showed in GM list (if visible) in non-GM state (.gmoff)
    # Default: 0 (false)
    # 1 (true)
    GM.InGMList = 1

    # Is GM showed in who list (if visible).
    # Default: 0 (false)
    # 1 (true)
    GM.InWhoList = 1

    # GM mode at login
    # 0 (disable)
    # 1 (enable)
    # Default: 2 (last save state)
    GM.LoginState = 2

    # Include GM trade and trade slot enchanting operations in GM log if it enable
    # 0 (not include)
    # Default: 1 (include)
    GM.LogTrade = 1

    # Group visibility modes
    # Default: 0 (standard setting: only members from same group can 100% auto detect invisible player)
    # 1 (raid members 100% auto detect invisible player from same raid)
    # 2 (players from same team can 100% auto detect invisible player)
    Visibility.GroupMode = 0

    # Visibility distance for different in game object
    # Max limited by active player zone: ~ 166
    # Min limit dependent from objects
    # Default: 1 (cell size)
    #
    # Min limit is max aggro radius (45) * Rate.Creature.Aggro
    Visibility.Distance.Creature = 66
    Visibility.Distance.Player = 66
    #
    # gameobject, dynobject, bodies, corpses, bones
    # Min limit is iteraction distance (5)
    Visibility.Distance.Object = 166
    #
    # visible distance for player in flight
    # Min limit is 0 (not show any objects)
    Visibility.Distance.InFlight = 66

    # Visibility grey distance for creatures/players (fast changing objects)
    # addition to appropriate object type Visibility.Distance.* use in case visibility removing to object (except corpse around distences)
    # If ‚ is distance and G is grey distance then object make visible if distance to it <= D but make non visible if distance > D+G
    # Default: 1 yard
    Visibility.Distance.Grey.Unit = 1
    #
    # Visibility grey distance for dynobjects/gameobjects/corpses/creature bodies
    #
    # Default: 10 yards
    Visibility.Distance.Grey.Object = 10

    # Mail delivery delay time in case sending item
    # Default: 3600 sec (1 hour)
    MailDeliveryDelay = 1800

    # Message of the Day. Displayed at worldlogin for every user ('@' for a newline).
    Motd = "Welcome To Daser`s Server"

    # Health and power regeneration and rage income from damage.
    Rate.Health = 100
    Rate.Mana = 100
    Rate.Rage.Income = 100
    Rate.Rage.Loss = 0
    Rate.Focus = 100
    Rate.Loyalty = 100

    # Drop rates
    # Default: 1
    Rate.Drop.Items = 1000
    Rate.Drop.Money = 1000

    # XP rates
    # Default: 1
    Rate.XP.Kill = 60
    Rate.XP.Quest = 55
    Rate.XP.Explore = 50

    # Creature Damage Rate.
    # Examples: 2 - creatures will damage 2x, 1.7 - 1.7x.
    Rate.Creature.Normal.Damage = 1
    Rate.Creature.Elite.Elite.Damage = 1
    Rate.Creature.Elite.RAREELITE.Damage = 1
    Rate.Creature.Elite.WORLDBOSS.Damage = 1
    Rate.Creature.Elite.RARE.Damage = 1

    # Creature Health Ammount Modifier.
    # Examples: 2 - creatures have 2x health, 1.7 - 1.7x.
    Rate.Creature.Normal.HP = 1
    Rate.Creature.Elite.Elite.HP = 1
    Rate.Creature.Elite.RAREELITE.HP = 1
    Rate.Creature.Elite.WORLDBOSS.HP = 1
    Rate.Creature.Elite.RARE.HP = 1

    # Resting points grow rates (1 - normal, 2 - double rate, 0.5 - half rate, etc) from standard values
    Rate.Rest.InGame = 10
    Rate.Rest.Offline.InTavernOrCity = 20
    Rate.Rest.Offline.InWilderness = 10

    # Damage after fall rate. (1 - standard, 2 - double damage, 0.5 - half damage, etc)
    Rate.Damage.Fall = 1

    # Auction rates (auction time, deposit get at auction start, auction cut from price at auction end)
    Rate.Auction.Time = 1
    Rate.Auction.Deposit = 1
    Rate.Auction.Cut = 1

    # Honor gain rate
    Rate.Honor = 50

    # Mining Rates (Mining.Amount changes minimum/maximum usetimes of a deposit, Mining.Next changes chance to have next use of a deposit)
    Rate.Mining.Amount = 1.25
    Rate.Mining.Next = 1.25

    # Talent Point rates
    # Default: 1
    Rate.Talent = 100

    # Reputation Gain rate
    # Default: 1
    Rate.Reputation.Gain = 50

    # Save respawn time for creatures at death, for gameobjects at use/open
    # 0 (save creature/gameobject respawn time at grid unload)
    # Default: 1 (save creature/gameobject respawn time without waiting grid unload)
    SaveRespawnTimeImmediately = 1

    # Skill chance values (0..100)
    # Default: 100-75-25-0
    SkillChance.Orange = 100
    SkillChance.Yellow = 75
    SkillChance.Green = 40
    SkillChance.Grey = 0

    #For skinning and Mining chance decrease with skill level.
    # 0 - no decrease
    # Default: 75 - in 2 times each 75 skill points
    SkillChance.MiningSteps = 75
    SkillChance.SkinningSteps = 75

    #Aggro radius percent or off.
    # 0 - off (0%)
    # Default: 1 - 100%
    # 1.5 - 150%
    Rate.Creature.Aggro = 1

    #Creature family assistence radius
    # 0 - off
    # Default: 10
    CreatureFamilyAssistenceRadius = 10

    # Enable console
    # 0 - off
    # Default: 1 - on
    Console.Enable = 1

    # Enable remote console
    # Default: 0 - off
    # 1 - on
    Ra.Enable = 0

    # Default remote console ip address, use 0.0.0.0 for every address
    Ra.IP = 0.0.0.0

    # Default remote console port
    Ra.Port = 3443

    # Minimum level that's required to login,3 by default
    Ra.MinLevel = 1

    # Kick client on wrong pass
    Ra.Secure = 1

    # Maximum overspeed ping count before player kick (minimum is 2, 0 used for disable check)
    # Default: 2
    MaxOverspeedPings = 2

    # Unload grids (if you have lot memory you can disable it to speed up player move to new grids second time)
    # 0 (not unload grids)
    # Default: 1 (unload grids)
    GridUnload = 1;

    # All times are in milliseconds.

    # Default socket select time
    SocketSelectTime = 10000

    # Default grid clean up delay
    GridCleanUpDelay = 300000

    # Default map update interval
    MapUpdateInterval = 100

    # Default weather update interval
    ChangeWeatherInterval = 0

    # Default PlayerSaveInterval
    PlayerSaveInterval = 7000

    # Default WorldServerPort
    WorldServerPort = 8085

    # Beep at mangosd start finished (mostly work only at Unix/Linux systems)
    # Default: 1
    BeepAtStart = 1

    # Auction House Bot character data
    AuctionHouseBot.Account = 5
    AuctionHouseBot.GUID = 2

    # Set to stop auction successful mails too
    # 0 - receive auction successful mails
    # 1 - stop auction sucessful mails
    AuctionHouseBot.NoMail = 0

    # Note: If you enable AllowTwoSide.Interaction.Trade, ALL auction houses are
    # linked to the neutral auction house.
    AuctionHouseBot.AllianceItems = 1200
    AuctionHouseBot.HordeItems = 1200
    AuctionHouseBot.NeutralItems = 1200

    # Auction times are choosen at random between these times (in hours).
    AuctionHouseBot.MinTime = 8
    AuctionHouseBot.MaxTime = 8

    # Item distribution (should add up to 100)
    AuctionHouseBot.PercentWhiteTradeGoods = 30
    AuctionHouseBot.PercentGreenTradeGoods = 13
    AuctionHouseBot.PercentBlueTradeGoods = 8
    AuctionHouseBot.PercentPurpleTradeGoods = 1
    AuctionHouseBot.PercentWhiteItems = 6
    AuctionHouseBot.PercentGreenItems = 30
    AuctionHouseBot.PercentBlueItems = 4
    AuctionHouseBot.PercentPurpleItems = 8

    # Minimum and maximim price mark-up for items. Percentage of vendor sale
    # price. Example: If a vendor would sell an item for 1g and MinPrice = 150
    # and MaxPrice = 250, then that item would be randomly priced between 1g 50s
    # and 2g 50s.
    AuctionHouseBot.MinPriceWhite = 100
    AuctionHouseBot.MaxPriceWhite = 200
    AuctionHouseBot.MinPriceGreen = 150
    AuctionHouseBot.MaxPriceGreen = 250
    AuctionHouseBot.MinPriceBlue = 200
    AuctionHouseBot.MaxPriceBlue = 300
    AuctionHouseBot.MinPricePurple = 250
    AuctionHouseBot.MaxPricePurple = 400

    # Starting bid price as a percentage of the randomly chosen buyout price
    AuctionHouseBot.BidPriceWhite = 50
    AuctionHouseBot.BidPriceGreen = 50
    AuctionHouseBot.BidPriceBlue = 50
    AuctionHouseBot.BidPricePurple = 50

    # Stack size limits for item qualities - a value of 0 will disable a maximum
    # stack size for that quality, which will allow the bot to create items in
    # stack as large as the item allows.
    AuctionHouseBot.MaxStackWhite = 0
    AuctionHouseBot.MaxStackGreen = 10
    AuctionHouseBot.MaxStackBlue = 2
    AuctionHouseBot.MaxStackPurple = 1

    # Enable/Disable VMmap support for line of sight and height calculation
    # Default: 1 (true)
    # : 0 (false)
    vmap.enableLOS = 0
    vmap.enableHeight = 0
    # Map id that will be ignored by VMap
    # List of ids with delimiter ','
    # If more then one id is defined and spaces are included, the string has to be enclosed by "
    #vmap.ignoreMapIds = "369,0,1,530"
    #DeeprunTram ist not included in the maps
    vmap.ignoreMapIds = "369"
    # These spells are ignored for LoS calculation
    # List of ids with delimiter ','
    vmap.ignoreSpellIds = "7720"
    Last edited by daser; 09-07-2007 at 10:06 AM.

  11. #41
    daser's Avatar Active Member
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    Re: [Release] Buildings for Ascent/Antrix

    is it enough ??

  12. #42
    warsheep's Avatar Contributor
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    Re: [Release] Buildings for Ascent/Antrix

    Ye, it is.
    And i cannot be able to find out where it is, but if it is, its one of these lines
    Code:
    # Unload grids (if you have lot memory you can disable it to speed up player move to new grids second time)
    #          0 (not unload grids)
    # Default: 1 (unload grids)
    GridUnload = 1;
     
    # All times are in milliseconds.
     
    # Default socket select time
    SocketSelectTime = 10000
     
    # Default grid clean up delay
    GridCleanUpDelay = 300000
     
    # Default map update interval
    MapUpdateInterval = 100
    THINK it might be the last one, but far from sure.
    FOR A MOMENT, NOTHING HAPPENED. THEN, AFTER A SECOND OR SO, NOTHING CONTINUED TO HAPPEN.

  13. #43
    daser's Avatar Active Member
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    Re: [Release] Buildings for Ascent/Antrix

    so wath should i try??
    i mean wath number??

  14. #44
    warsheep's Avatar Contributor
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    Re: [Release] Buildings for Ascent/Antrix

    Try to set it to 1000.
    FOR A MOMENT, NOTHING HAPPENED. THEN, AFTER A SECOND OR SO, NOTHING CONTINUED TO HAPPEN.

  15. #45
    daser's Avatar Active Member
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    Re: [Release] Buildings for Ascent/Antrix

    i`l answer you if it worked k??

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