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Messages - Kobiesan

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16
Serverside Modding / Spell problem
« on: February 05, 2018, 05:39:38 am »
I have two Hunter's Mark spells. They are the exact same just different colors.

If I cast Original Hunter's Mark on mob 1 and then cast it on mob 2 it will remove the original from mob 1.

If I cast Original Hunter's Mark on mob 1 and then cast Rainbow Hunter's Mark on mob 2 it will keep the original on mob 1.

They are in the same SkillLine. Spell_group does not fix this because that only relates to auras per target. This same issue occurs with my new Fear. How do I prevent this?

17
Serverside Modding / Re: Spell auras stacking?
« on: February 04, 2018, 12:55:45 am »
Or better yet I need to know how I can remove automatically learning previous spell ranks?

18
Serverside Modding / Spell auras stacking?
« on: February 03, 2018, 10:14:49 pm »
I made two copies of Rejuvenation (I made the two new ones into rainbow reskins). However, these new copies of rejuvenation stack if you cast them and then cast the original rejuvenations. I have added them to skilllineability.dbc and I'm not sure what else to do. Any help?

19
Serverside Modding / Re: Anti-Multiboxing?
« on: February 02, 2018, 09:53:28 pm »
this hugely depends on your emulator and the version of it. at the point of handling log in, also execute that query.

trinity 3.3.5 would probably need to be patched here: https://github.com/TrinityCore/TrinityCore/blob/3.3.5/src/server/authserver/Server/AuthSession.cpp#L335

I suggest writing a loginscript (New Script -> AccountScript) that checks on each login for duplicate ips. You should find your own algorithm for this though.

This would work though.

A c++ script? Where do I put them?

20
Serverside Modding / Re: Anti-Multiboxing?
« on: February 01, 2018, 08:05:41 pm »
run it on logging in?

How would I do that? Lua?

21
Serverside Modding / Re: Anti-Multiboxing?
« on: February 01, 2018, 07:23:52 pm »
likely not without custom code.

SELECT COUNT(*) FROM auth.account WHERE last_ip = %1

should help

This runs once though. I want to have it constantly running to only allow no more than 3 duplicates.

22
Serverside Modding / Anti-Multiboxing?
« on: February 01, 2018, 05:40:15 pm »
I'm trying to counter multiboxing on my server and I am trying to achieve this with an SQL constraint. I know there is a way to disallow duplicate last_ip in auth.account but I want to allow 3 duplicate accounts from the same IP at a given time (I don't want to disallow friends/family/people in the same apartment complex to not be able to play). Is there a way to accomplish this or any better anti-multiboxing methods out there?

23
Modelling and Animation / Re: How to edit an existing ribbon?
« on: December 23, 2017, 05:22:52 am »
Here's a picture of it happening with fear.

Is the texture square or rectangular? That bug happens a lot with custom rectangular textures.
If square, change them to rectangular.

Also, add a few 0s at the end of your file and add 1 digit to your texture length. For example, if your texture has 12 characters, change it to "13". If your texture is 24, change it to "25" and so on.

I'm not resizing the textures. I'm editing them in photoshop and reconverting them to BLP. But I'll try adding an extra character.

24
Modelling and Animation / Re: How to edit an existing ribbon?
« on: December 22, 2017, 11:06:19 pm »
So, I did power word: shield and I am 100% positive I am not missing any textures yet the green box thing still occurred. I logged out and back in and it was gone?

Yet you didn't take any screenshot :P
Try this: add a few "0"s at the end of your file and see if it still occurs.


Here's a picture of it happening with fear.

25
Modelling and Animation / Re: How to edit an existing ribbon?
« on: December 22, 2017, 07:51:29 am »
So, I did power word: shield and I am 100% positive I am not missing any textures yet the green box thing still occurred. I logged out and back in and it was gone?

26
Modelling and Animation / Re: How to edit an existing ribbon?
« on: December 18, 2017, 10:22:43 pm »
It's weird though. I cast it once and the precast and cast are fine but the missile is a green box, then I cast it again and the missile is fine but the cast is a green box? Then I casted it again and it all worked fine. All of the textures are there.

Could you post a picture? Is it a green box or a green billboarded plane? Is the texture square or rectangular?

Do I need to change the struct filename_ModelName as well?
That's not necessary.

I can't seem to reliably recreate it. Once it happens again I'll post a picture. Do you want me to post the patch so you can try it?

27
Modelling and Animation / Re: How to edit an existing ribbon?
« on: December 18, 2017, 08:18:01 pm »
Green boxes are 99% of the time missing textures. You may have misspelled a filename.

It's weird though. I cast it once and the precast and cast are fine but the missile is a green box, then I cast it again and the missile is fine but the cast is a green box? Then I casted it again and it all worked fine. All of the textures are there.

Do I need to change the struct filename_ModelName as well?

28
Modelling and Animation / Re: How to edit an existing ribbon?
« on: December 18, 2017, 08:37:58 am »
Nice. So I got everything mostly working. Except sometimes the particles will appear as green boxes. I can't seem to tell what causes it to happen, but it'll work normally then I'll log out or something and the particles become green boxes.

29
Modelling and Animation / Re: How to edit an existing ribbon?
« on: December 17, 2017, 09:41:00 pm »
That helps a lot thanks.

One more question. I tried changing every texture to a different color for fireball but it's still orange and I'm not sure where it's coming from?

30
Modelling and Animation / Re: How to edit an existing ribbon?
« on: December 17, 2017, 05:36:30 am »
How do I make the name of the texture longer in 010 editor? It doesn't count it in it's name?

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