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  1. #1471
    lorac's Avatar Active Member
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    Originally Posted by homiebrah View Post
    NOTE: I am trying this in lieu of pulling the actual vmaps download from the sf location.

    Is there something different that needs to be done when using the new vmap extractor? It pulls the buildings and populates the Building folder, but gets to this point:

    Map - Transport201834
    Map - Stormwind
    Map - ChamberofAspectsRed

    It sits here. I let it go for 10 minutes, but nothing additional happened. No vmaps, no created directory.

    I went as far as using the makevmaps.bat file, change the file name of the extractor to the new version, and then ran that. No dice. I'm sure I'm missing something, it is escapes me at the moment.

    ********************
    EDIT: I figured out the long delay. My anti-virus (ESET) was scanning the vmapexactor3.exe activity at the same time it was extracting files. Some errors started popping up as well:

    warning: file World\Maps\Kalimdor\Kalimdor_45_12.adt has size 0; cannot read.
    warning: file World\Maps\Kalimdor\Kalimdor_45_13.adt has size 0; cannot read.
    warning: file World\Maps\Kalimdor\Kalimdor_45_14.adt has size 0; cannot read.
    warning: file World\Maps\Kalimdor\Kalimdor_45_15.adt has size 0; cannot read.
    warning: file World\Maps\Kalimdor\Kalimdor_45_16.adt has size 0; cannot read.
    Dont worry about those .........they are Not errors they are warnings

    theres nothing in those spots

    Vmaps will take a while to make

    An other note
    Vmap manager 2 will send messages cross the console
    This is normal as it is loading the vmap items
    Do Not Panic
    Its totally normal
    I will be making a new interface for this
    Last edited by lorac; 06-05-2010 at 06:46 PM.

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  2. #1472
    homiebrah's Avatar Member
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    Originally Posted by lorac View Post
    Dont worry about those .........they are Not errors they are warnings

    theres nothing in those spots

    Vmaps will take a while to make
    Fair enough. Thanks for the reply. I'll just let it run its natural course.

  3. #1473
    lorac's Avatar Active Member
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    It took me roughly 30 mins to make them
    The warning .........is the longest wait
    once it starts to do things again then its almost done

    While it seems idle
    its not its running a ton of guid checks
    and putting the information into the smart vmaps

    IMO its well worth the wait

    compiling now it should work if it worked for windows
    I had to jump through so many loops to get the vmap makers made
    I would suggest the 220 meg download
    I doubt those will build for linux
    I could be wrong though
    Last edited by lorac; 06-05-2010 at 06:55 PM.

  4. #1474
    spitfire21's Avatar Member
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    well you build the vmaps on a windows computer then move them over or download the files.

  5. #1475
    homiebrah's Avatar Member
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    Originally Posted by lorac View Post
    It took me roughly 30 mins to make them
    The warning .........is the longest wait
    once it starts to do things again then its almost done

    While it seems idle
    its not its running a ton of guid checks
    and putting the information into the smart vmaps

    IMO its well worth the wait



    I had to jump through so many loops to get the vmap makers made
    I would suggest the 220 meg download
    I doubt those will build for linux
    I could be wrong though
    With all the work you guys have been putting into this project, having to wait is no inconvenience.

  6. #1476
    lorac's Avatar Active Member
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    Originally Posted by homiebrah View Post
    With all the work you guys have been putting into this project, having to wait is no inconvenience.
    this coming week is going to be extremely hard on Core devs
    Trinity core re did the whole structure
    this means
    I have to re add All Core fixes one by one manually

    @ spitfire
    Bro look in vmaps folder in filemanager
    Theyve been there

    Vmaps 3
    What is it?
    1. npcs are more precise
    2. The ability to fish in
    IF SW Dalaran Ogrammar silvermoon shatt places we have not been able

    3, when entering a building you will now be dismounted <<Turn on in configs>>

    4. Lava and Slime now do damage

    5. Vmaps are 1/3 the size they used to be with more data

    homiebrah
    Did they finish yet?


    i have to go offline its storming bad here and dont want to toast the computer
    Last edited by lorac; 06-05-2010 at 08:12 PM.

  7. #1477
    Evilkitten's Avatar Member
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    good repack lots work only real issue I ran into was when you select the "players start with all spells" option in the configs (A) They are TBC Spells (B) DK's get no spells and (C) Rogues get some of their spells in main spell book instead of their individual specs.

    Good works and thanks.

  8. #1478
    lorac's Avatar Active Member
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    Originally Posted by Evilkitten View Post
    good repack lots work only real issue I ran into was when you select the "players start with all spells" option in the configs (A) They are TBC Spells (B) DK's get no spells and (C) Rogues get some of their spells in main spell book instead of their individual specs.

    Good works and thanks.
    Dont use that option if you intent to have dks
    It will totally bug them and they wont be able to do anything
    just add enough gold to train up spells
    its safer

  9. #1479
    esédes's Avatar Member
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    Hello.
    I've just intended to modify the lich king script for the frostmourne chamber fight, but the frostmourne isn't spawned =s .
    I've code this, if there are any mistakes just say it ^^.(Delete the "FOR TERENAS" and "FOR SPIRITWARDEN")
    None of code lines have been tested !!! because to the frostmourne chamber object is not spawn so don't use it until it's released
    Code:
    FOR TERENAS
    struct mob_Terenas : public ScriptedAI
    {
        mob_TerenasAI(Creature *pCreature) : ScriptedAI(pCreature) 
    
    	void Reset()
        {
    		pSummoned->SetHealthPercent(50)
        }
    	void JustSummoned(Creature *pSummoned)
    	{
    		pSummoned->SetHealthPercent(50)//not sure for the 50%
    		if (Unit* pTarget = me->getVictim())
    		{
    			if (pTarget->GetEntry() == 36824)// if it's the spirit warden
    			{
    				pSummoned->SetReactState(REACT_AGGRESSIVE);
    				pSummoned->AI()->AttackStart(pTarget);// attack him
    			}
    		Summons.Summon(pSummoned);
    		}
    	}
    
    	void KilledUnit(Unit *victim)
        {
    		
    		if (victim->GetEntry() == 36824)
    		{
    			if(Unit* target = SelectUnit(SELECT_TARGET_RANDOM,0))
    			{
    				if (target->GetTypeId() == TYPEID_PLAYER)
    				{
    					Docast(target, 72595, true);
    					target->TeleportTo(me->GetMapId(), 502, -2525, 1040.87, 0, TELE_TO_NOT_LEAVE_COMBAT);//return player to combat if thespirit warden has been defeted
    				}
    			}
    		}
        }
        void EnterCombat(Unit *who) 
    	{
    		DoCast(Unit, 69382, true);//light's favor buff
    		DoZoneInCombat();
    	}
    	void JustDied(Unit* pKiller)
    	{
    
    
    	}
    		
    	void SummonedCreatureDespawn(Creature *summon) 
    	{
    		summons.Despawn(summon);
    	}
    
    	void UpdateAI(const uint32 uiDiff)
        {
    		if(pSummoned->GetHealthPercent()== 100)//if you heal him to 100% he will one shot the spirit warden
    		{
    			pTarget->SetHealthPercent(0)
    		}
    	}
    };
    CreatureAI* GetAI_mob_Terenas(Creature* pCreature)
    {
        return new mob_TerenasAI (pCreature);
    }
    
    FOR SPIRIT WARDEN
    struct mob_SpiritWarden : public ScriptedAI
    {
        mob_SpiritWardenAI(Creature *pCreature) : ScriptedAI(pCreature) 
    
    	uint32 m_uiSoulRipTimer;
    
    	void Reset()
        {
    		m_uiSoulRipTimer	= 30000;
        }
    
        void EnterCombat(Unit *who) 
    	{
    		DoCast(me, 68383, true);
    		DoZoneInCombat();
    	}
    
        void UpdateAI(const uint32 uiDiff)
        {
            if (!UpdateVictim()) 
    			return;
    
    
    		if (m_uiSoulRipTimer < uiDiff)
    		{
    			DoCast(me->getVictim(), 69397, true);
    		}
    		else m_uiSoulRiTimer -= uiDiff;
    		
        }
    	void KilledUnit(Unit *victim)
        {
    		if (victim->GetTypeId() == TYPEID_PLAYER)
    				{
    					summons.Despawn(summon);
    				}
    		if (victim->GetEntry() == 36823)//if it's terenas
    		{
    			if(Unit* target = SelectUnit(SELECT_TARGET_RANDOM,0))
    			{
    				if (target->GetTypeId() == TYPEID_PLAYER)
    				{
    					Docast(target, 74086, true);//spirit destroy
    					target->SetHealthPercent(0)//kill the player if the spell don't work
    			
    				}
    			}
    		}
        }
    };
    CreatureAI* GetAI_mob_SpiritWarden(Creature* pCreature)
    {
        return new mob_RagingSpiritAI (pCreature);
    }
    Insert that into the " void AddSC_boss_lichking() "

    Code:
    NewScript = new Script;
        NewScript->Name = "mob_Terenas";
        NewScript->GetAI = &GetAI_mob_Terenas;
        NewScript->RegisterSelf();
    	NewScript = new Script;
        NewScript->Name = "mob_SpiritWarden";
        NewScript->GetAI = &GetAI_mob_SpiritWarden;
        NewScript->RegisterSelf();
    Finally, you must replace it into the_lich_kingAI at phase 3 in void updateai :
    Code:
    if (m_uiHarvestSoulTimer < uiDiff)	
    				{
    					DoScriptText(SAY_HARVEST_SOUL, me);
    					
    					Unit* pTarget = SelectUnit(SELECT_TARGET_RANDOM, 1);
    					DoCast(pTarget, SPELL_HARVEST_SOULS);
    					pTarget->TeleportTo(me->GetMapId(), 477, -2516, 1095.80, 0, TELE_TO_NOT_LEAVE_COMBAT);//the approximativ place of the frosmourne chamber , the Z must be chaged: I don't think it's 1095.80
    					
    					me->SummonCreature(36823, 477,-2514, 1095.80, 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 999999);//summon Terenas
    					me->SummonCreature(36824, 475,-2512, 1095.80, 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 999999);//and the spirit warden
    					m_uiHarvestSoulTimer = 70*IN_MILISECONDS;					
    				}
    				else m_uiHarvestSoulTimer -= uiDiff;

    Optionnal for the frostmourne:
    I've also manually spawn the vile spirit (replace just before ce precedent code)
    and make the ice sphere move to you
    Code:
    if(m_uiPhase == 5)
    			{
    				if (m_uiSummonVileSpiritTimer < uiDiff)
    				{
    					DoCast(me, SPELL_SUMMON_VILE_SPIRIT);
    					me->SummonCreature(37790, 502 , -2125 , 1040.86023 , 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 999999);
    					me->SummonCreature(37790, 493 , -2122 , 1040.86023 , 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 999999);
    					me->SummonCreature(37790, 493 , -2130 , 1040.86023 , 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 999999);
    					me->SummonCreature(37790, 506 , -2134 , 1040.86023 , 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 999999);
    					me->SummonCreature(37790, 516 , -2124 , 1040.86023 , 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 999999);
    					me->SummonCreature(37790, 515 , -2120 , 1040.86023 , 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 999999);
    					me->SummonCreature(37790, 509 , -2113 , 1040.86023 , 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 999999);
    					me->SummonCreature(37790, 503 , -2111 , 1040.86023 , 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 999999);
    					me->SummonCreature(37790, 518 , -2121 , 1040.86023 , 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 999999);
    					me->SummonCreature(37790, 504 , -2140 , 1040.86023 , 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 999999);
    					m_uiSummonVileSpiritTimer = 30*IN_MILISECONDS;
    				}
    				else m_uiSummonVileSpiritTimer -= uiDiff;
    Code:
    if (m_uiIcePulsSummonTimer < uiDiff)
                {
    				if (Unit* target = SelectUnit(SELECT_TARGET_RANDOM, 0))
    				{
    					DoCast(target, SPELL_SUMMON_ICE_SPEHERE);
    					Unit->GetMotionMaster()->MovePoint(0,target->GetPositionX(), target->GetPositionY(), target->GetPositionZ());
    					m_uiIcePulsSummonTimer	= 15*IN_MILISECONDS;
    				}
                }
    Last edited by esédes; 06-06-2010 at 08:50 AM.

  10. #1480
    lorac's Avatar Active Member
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    Originally Posted by esédes View Post
    Hello.
    I've just intended to modify the lich king script for the frostmourne chamber fight, but the frostmourne isn't spawned =s .
    I've code this, if there are any mistakes just say it ^^.(Delete the "FOR TERENAS" and "FOR SPIRITWARDEN")
    None of code lines have been tested !!! because to the frostmourne chamber object is not spawn so don't use it until it's released
    Code:
    FOR TERENAS
    struct mob_Terenas : public ScriptedAI
    {
        mob_TerenasAI(Creature *pCreature) : ScriptedAI(pCreature) 
    
    	void Reset()
        {
    		pSummoned->SetHealthPercent(50)
        }
    	void JustSummoned(Creature *pSummoned)
    	{
    		pSummoned->SetHealthPercent(50)//not sure for the 50%
    		if (Unit* pTarget = me->getVictim())
    		{
    			if (pTarget->GetEntry() == 36824)// if it's the spirit warden
    			{
    				pSummoned->SetReactState(REACT_AGGRESSIVE);
    				pSummoned->AI()->AttackStart(pTarget);// attack him
    			}
    		Summons.Summon(pSummoned);
    		}
    	}
    
    	void KilledUnit(Unit *victim)
        {
    		
    		if (victim->GetEntry() == 36824)
    		{
    			if(Unit* target = SelectUnit(SELECT_TARGET_RANDOM,0))
    			{
    				if (target->GetTypeId() == TYPEID_PLAYER)
    				{
    					Docast(target, 72595, true);
    					target->TeleportTo(me->GetMapId(), 502, -2525, 1040.87, 0, TELE_TO_NOT_LEAVE_COMBAT);//return player to combat if thespirit warden has been defeted
    				}
    			}
    		}
        }
        void EnterCombat(Unit *who) 
    	{
    		DoCast(Unit, 69382, true);//light's favor buff
    		DoZoneInCombat();
    	}
    	void JustDied(Unit* pKiller)
    	{
    
    
    	}
    		
    	void SummonedCreatureDespawn(Creature *summon) 
    	{
    		summons.Despawn(summon);
    	}
    
    	void UpdateAI(const uint32 uiDiff)
        {
    		if(pSummoned->GetHealthPercent()== 100)//if you heal him to 100% he will one shot the spirit warden
    		{
    			pTarget->SetHealthPercent(0)
    		}
    	}
    };
    CreatureAI* GetAI_mob_Terenas(Creature* pCreature)
    {
        return new mob_TerenasAI (pCreature);
    }
    
    FOR SPIRIT WARDEN
    struct mob_SpiritWarden : public ScriptedAI
    {
        mob_SpiritWardenAI(Creature *pCreature) : ScriptedAI(pCreature) 
    
    	uint32 m_uiSoulRipTimer;
    
    	void Reset()
        {
    		m_uiSoulRipTimer	= 30000;
        }
    
        void EnterCombat(Unit *who) 
    	{
    		DoCast(me, 68383, true);
    		DoZoneInCombat();
    	}
    
        void UpdateAI(const uint32 uiDiff)
        {
            if (!UpdateVictim()) 
    			return;
    
    
    		if (m_uiSoulRipTimer < uiDiff)
    		{
    			DoCast(me->getVictim(), 69397, true);
    		}
    		else m_uiSoulRiTimer -= uiDiff;
    		
        }
    	void KilledUnit(Unit *victim)
        {
    		if (victim->GetTypeId() == TYPEID_PLAYER)
    				{
    					summons.Despawn(summon);
    				}
    		if (victim->GetEntry() == 36823)//if it's terenas
    		{
    			if(Unit* target = SelectUnit(SELECT_TARGET_RANDOM,0))
    			{
    				if (target->GetTypeId() == TYPEID_PLAYER)
    				{
    					Docast(target, 74086, true);//spirit destroy
    					target->SetHealthPercent(0)//kill the player if the spell don't work
    			
    				}
    			}
    		}
        }
    };
    CreatureAI* GetAI_mob_SpiritWarden(Creature* pCreature)
    {
        return new mob_RagingSpiritAI (pCreature);
    }
    Insert that into the " void AddSC_boss_lichking() "

    Code:
    NewScript = new Script;
        NewScript->Name = "mob_Terenas";
        NewScript->GetAI = &GetAI_mob_Terenas;
        NewScript->RegisterSelf();
    	NewScript = new Script;
        NewScript->Name = "mob_SpiritWarden";
        NewScript->GetAI = &GetAI_mob_SpiritWarden;
        NewScript->RegisterSelf();
    Finally, you must replace it into the_lich_kingAI at phase 3 in void updateai :
    Code:
    if (m_uiHarvestSoulTimer < uiDiff)	
    				{
    					DoScriptText(SAY_HARVEST_SOUL, me);
    					
    					Unit* pTarget = SelectUnit(SELECT_TARGET_RANDOM, 1);
    					DoCast(pTarget, SPELL_HARVEST_SOULS);
    					pTarget->TeleportTo(me->GetMapId(), 477, -2516, 1095.80, 0, TELE_TO_NOT_LEAVE_COMBAT);//the approximativ place of the frosmourne chamber , the Z must be chaged: I don't think it's 1095.80
    					
    					me->SummonCreature(36823, 477,-2514, 1095.80, 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 999999);//summon Terenas
    					me->SummonCreature(36824, 475,-2512, 1095.80, 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 999999);//and the spirit warden
    					m_uiHarvestSoulTimer = 70*IN_MILISECONDS;					
    				}
    				else m_uiHarvestSoulTimer -= uiDiff;

    Optionnal for the frostmourne:
    I've also manually spawn the vile spirit (replace just before ce precedent code)
    and make the ice sphere move to you
    Code:
    if(m_uiPhase == 5)
    			{
    				if (m_uiSummonVileSpiritTimer < uiDiff)
    				{
    					DoCast(me, SPELL_SUMMON_VILE_SPIRIT);
    					me->SummonCreature(37790, 502 , -2125 , 1040.86023 , 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 999999);
    					me->SummonCreature(37790, 493 , -2122 , 1040.86023 , 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 999999);
    					me->SummonCreature(37790, 493 , -2130 , 1040.86023 , 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 999999);
    					me->SummonCreature(37790, 506 , -2134 , 1040.86023 , 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 999999);
    					me->SummonCreature(37790, 516 , -2124 , 1040.86023 , 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 999999);
    					me->SummonCreature(37790, 515 , -2120 , 1040.86023 , 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 999999);
    					me->SummonCreature(37790, 509 , -2113 , 1040.86023 , 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 999999);
    					me->SummonCreature(37790, 503 , -2111 , 1040.86023 , 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 999999);
    					me->SummonCreature(37790, 518 , -2121 , 1040.86023 , 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 999999);
    					me->SummonCreature(37790, 504 , -2140 , 1040.86023 , 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 999999);
    					m_uiSummonVileSpiritTimer = 30*IN_MILISECONDS;
    				}
    				else m_uiSummonVileSpiritTimer -= uiDiff;
    Code:
    if (m_uiIcePulsSummonTimer < uiDiff)
                {
    				if (Unit* target = SelectUnit(SELECT_TARGET_RANDOM, 0))
    				{
    					DoCast(target, SPELL_SUMMON_ICE_SPEHERE);
    					Unit->GetMotionMaster()->MovePoint(0,target->GetPositionX(), target->GetPositionY(), target->GetPositionZ());
    					m_uiIcePulsSummonTimer	= 15*IN_MILISECONDS;
    				}
                }
    Thank you VERY VERY much
    I will be adding this to core once we get the new core mess straightened out
    I feel you will like the new file structure if you compile your core

    Right now i am dumping core out of pryds svn and moving last 3.3.3 core to branches of his svn
    once this is done i will be moving the new structure into place and re fitting all our fixes to the trinity core including all scripts

    As for spawned chamber
    Um yes it is in ucdb Or it should be

  11. #1481
    homiebrah's Avatar Member
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    Originally Posted by lorac View Post
    homiebrah
    Did they finish yet?


    i have to go offline its storming bad here and dont want to toast the computer
    They did, about 70 minutes or so after I launched it.

  12. #1482
    lorac's Avatar Active Member
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    Originally Posted by homiebrah View Post
    They did, about 70 minutes or so after I launched it.

    Quite the difference yes?

  13. #1483
    homiebrah's Avatar Member
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    Originally Posted by lorac View Post
    Quite the difference yes?
    I've seen some improvements. Still needs some work though. Saw a lot of LOS warnings in the NE starting area when casting on level ground. But nothing outrageous.

  14. #1484
    lorac's Avatar Active Member
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    Los warnings?
    you mean the Vmap items loading
    Oh you mean not in line
    Try turning off los check and see if new vmaps handle it by default
    Its just an idea im not sure if that will work but its worth a try since the LOS data is now in vmaps

    Core might be doing double checks which would add issues
    Last edited by lorac; 06-06-2010 at 10:52 AM.

  15. #1485
    esédes's Avatar Member
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    Lorac for my piece of script :
    - I'm not sure of the code in some of the lines like the "Docast <nameofthecaster>, <idspell>", for that aprt ok I don't think I've made mistackes but I've also added "true" because I've seen it on the script many times, but for exemple it's not in the lines:
    DoCast(me, SPELL_SUMMON_VILE_SPIRIT);
    and
    DoCast(target, SPELL_SUMMON_ICE_SPEHERE);
    but one of these line work and the other don't, so what's the good sintaxe ? ^^

    - I can't find the text in the frostmourne chamber (what terenas says)

    -you 'll need to change the coords of theese lines by the good one:
    pTarget->TeleportTo(me->GetMapId(), 477, -2516, 1095.80, 0, TELE_TO_NOT_LEAVE_COMBAT);//the approximativ place of the frosmourne chamber , the Z must be chaged: I don't think it's 1095.80

    me->SummonCreature(36823, 477,-2514, 1095.80, 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 999999);//summon Terenas
    me->SummonCreature(36824, 475,-2512, 1095.80, 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 999999);//and the spirit warden

    -I've perhaps made a lot of mistakes so if anyone see one, say it to mee and to Lorac/Pryd.

    -I'm acutally working on the sindragosa event : for those who are triing to discover why she isn't spawn : in fact she is, but her script have wrong coords so she is patrolling somewhere into the walls ^^.

    -How to make wrostwyrm lair doors to open when all the other bosses are dead ? for this we must edit the instance_icecrown_citadel and say in that when any type of event that define the other boss as death you define
    HandleGameObject(uiFrostWyrmDoor3,false);
    But my question is how to make "FrostWyrmDoor3" represent for exemple the door just before Valithria ?

    I've found a script for here (not by me) : http://www.trinitycore.org/forum/ice...1.html?p=50880
    also all the bosses script here: bolvor / Icecrown Citadel / changeset / 809848f1552d &mdash; bitbucket.org
    But I haven't tested them.
    Last edited by esédes; 06-06-2010 at 11:11 AM.

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