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Messages - rockrazer

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Modelling and Animation / Re: WotLK HD models idea
« on: July 10, 2016, 12:02:14 am »
Great idea!

Now go read some threads put in some work and actually do that for yourself instead of expecting someone else to do it for you.

3
Noggit / Re: [QUESTION] [WotLk] Problem noggit
« on: December 18, 2015, 06:36:36 pm »
Reading the noggit tutorial would help you out with this..

4
Showoff - what you are working on / Re: [SHOWOFF] What Are You Working On
« on: December 17, 2015, 11:08:09 am »
Quote from: "Valkryst"
[media:23mc8enk]https://www.youtube.com/watch?v=mVzRsZbOv5k[/media:23mc8enk]

Still being processed by YT. Should have better quality in a bit.

I'm excited to see that you're working on this again! This looks very good so far.

5
Miscellaneous / Re: Custom Class : SocialTab Bug
« on: December 14, 2015, 09:18:33 am »
Just a theory, but it may be worth looking in to the files that control the "who list" and see if you can add an entry for the id that your custom class has.

6
Miscellaneous / Re: [QUESTION] Compilling a MoP trinity server
« on: September 24, 2015, 08:03:53 pm »
https://github.com/ProjectSkyfire/SkyFire.548
Is your best bet for MoP even if its pretty bare bones.

But honestly if you're not using 3.3.5 you should really just work in 6.0.1 as there has already been a lot of work in braking it open.
http://www.wowdev.wiki/index.php ... ry:DBC_WoD

7
Serverside Modding / Re: [C++][Question] Simpel Bot System
« on: May 03, 2015, 11:53:19 am »
So I'm no C++ Script master really, but allow me to help with the general knowledge
questions!

There are running "Player bots." For the current 3.3.5 revision you should be able to find them if you poke around on the Trintycore forums or maybe a Google search?
(They don't exist for 6.x is my understanding)

As for the pet problems I know there is something that is supposed to restrict a player from having more then one pet and that is likely why you're having problems with having, I'm not sure where they stem from but I wouldn't be surprised if there is some client side limitation but I would personally have no idea how to brake something like that.

The problem about pets not taking "scripts"  its sort of unclear about what you mean by "script" but if you want to address what spells a pet has that should be pretty easily edited database side by editing the the creatures entry in "Creature_template" and then changing the Id found in the "PetSpellDataId" collum with an id/ids found in "CreatureSpellData.dbc".

8
Modelling and Animation / Re: [QUESTION] M2 visible range
« on: March 17, 2015, 06:11:35 pm »
Not to sure if it works on M2's as well but on a trinty server in the world config you and set the range at which objects are loaded.

    #
    #    Visibility.Distance.Continents
    #    Visibility.Distance.Instances
    #    Visibility.Distance.BGArenas
    #        Description: Visibility distance to see other players or gameobjects.
    #                     Visibility on continents on retail ~90 yards. In BG/Arenas ~533.
    #                     For instances default ~170.
    #                     Max limited by grid size: 533.33333
    #                     Min limit is max aggro radius (45) * Rate.Creature.Aggro
    #        Default:     90  - (Visibility.Distance.Continents)
    #                     170 - (Visibility.Distance.Instances)
    #                     533 - (Visibility.Distance.BGArenas)
     
    Visibility.Distance.Continents = 90
    Visibility.Distance.Instances = 170
    Visibility.Distance.BGArenas = 533

From what I'm aware setting Visibility.Distance.Continents  to 533 should help.

9
Serverside Modding / Re: [RELEASE] 3.3.5a Gobject patch
« on: March 02, 2015, 08:18:57 pm »
Thanks a lot for this.

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