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Messages - Rochet2

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1
Serverside Modding / Re: [TrinityCore 3.3.5] Addons
« on: October 21, 2017, 07:07:43 pm »
You can send chat messages to the player from core and from player to core.
Probably the best way is to use addon message as the type to make the messages invisible and use whisper target the player you send messages to.

2
Miscellaneous / Re: [question] [idea] upgrade weapon through lua
« on: August 03, 2017, 11:24:04 pm »
Are you just asking if you should do it or am I missing something?
If you have an idea, time and motivation to do it, then where is the problem? Just do it.

3
General / Re: Website issues/improvements
« on: June 09, 2017, 06:22:18 pm »
Could there be a better way to see the thread topic? http://i.imgur.com/lU0YDuW.jpg
Within a thread the only place I can see it is at the bottom right:  http://i.imgur.com/A9zaCTe.png
I feel a bit lost sometimes when Im in a thread and the thread name or contents do not tell what the thread is about.

4
Miscellaneous / Re: [MaNGOS 3.3.5a]Error during compilation process
« on: May 31, 2017, 07:33:21 pm »
Last I checked you need to copy/move the contents of libxx-msvc-xx.x to lib/WIN32 folder inside the boost installation folder.
This was mentioned in some thread on their forum, but seems the forum is down atm. I cannot remember if this was it exactly, since I cant see the post and I recently reinstalled and lost my setup.

It may be worth trying to view in cmake advanced settings where boost libs are being fetched from or maybe try print them in cmake files.

It may also be possible that you are using the wrong boost libs (by version or bit) or did not get the precompiled libs or did not compile them yet if you got the source ones.

Probably related: https://github.com/cmangos/issues/issues/907

5
This enables the use of the window:
Code: [Select]
/run AchievementMicroButton.minLevel = 1; function CanShowAchievementUI() return true end; function HasCompletedAnyAchievement() return true end; UpdateMicroButtons()
use from chat.

6
Random / Re: [QUESTION] Recomended Free Antiviruses?
« on: January 10, 2017, 11:55:06 pm »
When there is a risk, the risk is that you dont check on the files or feel confident about the source when it's not.

I feel windows defender doesnt act enough on it's own. Its not checking files behind the scenes enough etc.
Usually it is the 3rd party virus scanners that act and act fast on detecting stuff from my experience.
But I have seen windows defender do that as well so guess it depends.

7
Miscellaneous / Re: [WotLK][TC][Eluna][AIO] Custom secondary power types
« on: October 08, 2016, 10:01:05 am »
Quote from: "Crow"
hate to be a bother but is Eluna needed? couldnt this just be done without it?

No its not.

8
Serverside Modding / Re: [Trinitycore] CreatureHP less than Classlevelstats
« on: September 26, 2016, 07:36:59 pm »
Quote from: "Amaroth"
Then I simply don't know :X. Everything seems to be OK to me.
See this
https://community.trinitycore.org/topic ... ment-79948

The default DB type is smaller than what he has so he must have edited it -> didnt edit in core side -> screws up ingame

9
Miscellaneous / Re: [WotLK][TC][Eluna][AIO] Custom secondary power types
« on: August 16, 2016, 05:03:16 pm »
Cute :3

10
Serverside Modding / Re: Increase Time Speed
« on: June 09, 2016, 06:21:31 pm »
You can change the clock time that is sent from server to client and you can separately alter the speed of time passing.
It will control the sun rising and setting and the lighting like lamps etc.

It looks fun when the world goes fast.


In TC see Player::SendInitialPacketsBeforeAddToMap
sending of SMSG_LOGIN_SETTIMESPEED packet.
in player.cpp
both can be done in the same packet.

There might be another packet that updates the time or something. Search "time" in opcodes.cpp

11
Serverside Modding / Re: [TC] Removing dismount on combat?
« on: June 01, 2016, 09:15:21 pm »
Type dismount to the solution explorer.
Or search dismount from the Unit.h, Player.h, and .cpp respectively.
Or use notepad++ to search from files (whole source). Or use VS's search features for the same thing.

http://i.imgur.com/ROQ546P.png
http://i.imgur.com/wqnLl9q.png
http://i.imgur.com/gMUGraw.png

12
Serverside Modding / Re: [TC] Removing dismount on combat?
« on: June 01, 2016, 09:02:08 pm »
Quote from: "Kobiesan"
Quote from: "Rochet2"
One way to try find out:
Start debugging.
Add break point to dismount function or whatever handles dismounting.
Mount up.
Get in combat.
See the callstack to that breakpoint when it is hit.

Not sure how you can see the callstack in GDB, but in VS it should be available.

I'm not sure how to do the debugging or break point.

Try following this:
viewtopic.php?p=48539#p48539

13
Serverside Modding / Re: [TC] Removing dismount on combat?
« on: June 01, 2016, 06:26:18 pm »
One way to try find out:
Start debugging.
Add break point to dismount function or whatever handles dismounting.
Mount up.
Get in combat.
See the callstack to that breakpoint when it is hit.

Not sure how you can see the callstack in GDB, but in VS it should be available.

14
Miscellaneous / Re: SharedDefines.h
« on: February 14, 2016, 03:50:48 am »
?_?
https://github.com/mangoszero/server/bl ... dDefines.h
https://github.com/cmangos/mangos-wotlk ... dDefines.h

You need to go to the folder / file in your local source folder - which you should have downloaded from github.

15
Serverside Modding / Re: [QUESTION] Calculating playerBytes
« on: December 02, 2015, 08:46:39 pm »
in most programming languages and elsewhere (C, C++, java, lua, SQL, ... whatever else) you would use almost exact same code.
I myself wouldnt bother with the maths. instead just look up what %, << and >> operators do. % is modulo (3%2 = 1) and the rest are bit shifting operators.
Everything else is just a bunch of variables.

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