[Request] Trinity 3.3.5 and Custom scripts. menu

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  1. #1
    mistahellfire's Avatar Member
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    [Request] Trinity 3.3.5 and Custom scripts.

    So. I have a custom cpp file to add to my server, and I am requesting a guide for 3.3.5 Trinity core on how to add this cpp file. And for the love of god please no one link How-to:CustomScript - TrinityCore Wiki
    YES! I have in fact tried that guide to the letter; however, if you look closely, the guide is outdated because when I look in ScriptLoader.cpp there are minor changes to how the file runs now, and how it use to run, Trinity must have updated the efficiency of how these files are loaded, I will show what I mean in code sections below.


    It tells me to change

    Code:
    //examples
    void AddSC_example_creature();
    void AddSC_example_escort();
    void AddSC_example_gossip_codebox();
    void AddSC_example_misc();
    to

    Code:
    //custom
    void AddSC_my_script();
    
    //examples
    void AddSC_example_creature();
    void AddSC_example_escort();
    void AddSC_example_gossip_codebox();
    void AddSC_example_misc();
    to add the custom script, and accordingly enough, when you open the file ScriptLoader.cpp, it is exactly set up just how the guide said it would be, so i add my new script to the new line of code with a smiling face and move on.

    Now this is where the guide messes up.

    It tells me to change

    Code:
    //examples
    AddSC_example_creature();
    AddSC_example_escort();
    AddSC_example_gossip_codebox();
    AddSC_example_misc();
    to
    Code:
    //custom
    AddSC_my_script();
    
    //examples
    AddSC_example_creature();
    AddSC_example_escort();
    AddSC_example_gossip_codebox();
    AddSC_example_misc();
    so I go to find this part of the code in the file, and for the longest time, this guide was correct and that is how the file IS in fact set-up; however, as of 3.3.5 this file has been changed as previously stated above, because when I look in ScriptLoader.cpp, it now says,

    Code:
    void AddExampleScripts()
    {
        AddSC_example_creature();
        AddSC_example_escort();
        AddSC_example_gossip_codebox();
        AddSC_example_misc();
        AddSC_example_commandscript();
    }
    where

    Code:
    //examples
    AddSC_example_creature();
    AddSC_example_escort();
    AddSC_example_gossip_codebox();
    AddSC_example_misc();
    should be.

    SO! In conclusion, if anyone could make any suggestions to adding the custom scripts without any errors in the build as of the 3.3.5 and the latest Trinity Core Update, has a guide, or will make a guide, any help is MUCH appreciated!

    Thank you for reading my request!

    [Request] Trinity 3.3.5 and Custom scripts.
  2. #2
    4BOLTMAIN's Avatar Sergeant
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    Heres what I have done....

    My CmakeLists.txt file...
    Code:
    set(scripts_STAT_SRCS
      ${scripts_STAT_SRCS}
        Custom/4bm_goldperlevel.cpp
        Custom/4bm_tp_dalaran.cpp
        Custom/4bm_tp_hyjal_enter.cpp
        Custom/4bm_tp_hyjal_exit.cpp
        Custom/4bm_tp_island.cpp
    )
    
    message("  -> Prepared: Custom")
    and at the bottom of my ScriptLoader.cpp file
    Code:
    void AddBattlegroundScripts()
    {
    #ifdef SCRIPTS
    #endif
    }
    
    #ifdef SCRIPTS
    /* This is where custom scripts' loading functions should be declared. */
    void AddSC_tp_hyjal_enter();
    void AddSC_tp_hyjal_exit();
    void AddSC_tp_dalaran();
    void AddSC_tp_island();
    void AddSC_custom_goldperlevel();
    #endif
    
    void AddCustomScripts()
    {
    #ifdef SCRIPTS
        /* This is where custom scripts should be added. */
    AddSC_tp_hyjal_enter();
    AddSC_tp_hyjal_exit();
    AddSC_tp_dalaran();
    AddSC_tp_island();
    AddSC_custom_goldperlevel();
    #endif
    }

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