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Showing content with the highest reputation since 05/21/21 in all areas

  1. 1 point
  2. 100% and i use that percentage rarely. If you edit src/server/scripts/EasternKingdoms/zone_undercity.cpp only that file will be recompiled. if you edit src/server/game/Entities/Unit/Unit.cpp everything will be recompiled. unless you do full rebuild, then everything will be recompiled. also 3 hours recompile? what processor you have?
    1 point
  3. What Aokromes said is true. I will tell you any advices in case you didnt know it: - Dont use cmake if you only changed any lines in any files. Every time that you use cmake, compilation will take more time to compile. - Dont clear proyect in visual studio if you didnt add new files in the project or it will compile everything there. - You can disable tools (map extractors) of source in cmake so it wont compile with the project and it will be faster. Regards
    1 point
  4. you cannot, the more critical files you change the more files compiles.
    1 point
  5. the amount of recompilation depends of the files you change.
    1 point
  6. It is definitely still there in git history, you just need to find the correct commit or tag - however there is no guarantee that you will be able to compile it with latest compiler/dependency versions
    1 point
  7. UPDATE `creature` SET `spawndist` = 7, `MovementType` = 1 WHERE `id` = XXX;
    1 point
  8. it's client limitation, you must usue the arrows on the top left side.
    1 point
  9. Hello and welcome Acciderk, i can only suggest you to read over the Loot Article in the wiki, since what you are missing here is a loop through the loot reference table. The Lich King (c.e. 39168) has 5 directly attached items in his default loot template, one if them requires to be on a quest. Every other loot comes from loot references (also part of said template). I attached a picture to make this more visible/clear:
    1 point
  10. There are a lot of things that could have been written better or different, but without trying to compile this myself, there is something that really bothers me and i would say this could potentially result in your crash: You spamforce the boss an attackorder here on every update diff. The more i think about this, the more i wonder where he even gets "target" from in this case? That should not even compile. In general, there is a pretty basic and simple pattern you can follow in UpdateAI: void UpdateAI(uint32 diff) override { if (!UpdateVictim()) return; events.Update(diff); if (me->HasUnitState(UNIT_STATE_CASTING)) return; while (uint32 eventId = events.ExecuteEvent()) { switch (eventId) { case EVENT_NAME: stuff that should happen; break; default: break; } if (me->HasUnitState(UNIT_STATE_CASTING)) return; } DoMeleeAttackIfReady(); }
    1 point
  11. Quests cannot do that. It is world.gossip_menu_option BoxCoded column (and you have to write a script that implements this function https://github.com/TrinityCore/TrinityCore/blob/3.3.5/src/server/game/AI/CreatureAI.h#L207)
    1 point
  12. You mean the tag? You clearly did not build the extractor from that tag. WDC3 was introduced much later
    1 point
  13. https://github.com/TrinityCore/WoWSimpleRegistration
    1 point
  14. I recently started working on my project again. Unfortunately I had to find out that not a single sniffer is working properly anymore and that the development of open source sniffers has been stopped (people say). Is there a working sniffer somewhere or an alternative that I can use? Best Regards.
    1 point
  15. Yep, I remember this tool. When it was built for mangos, I ended up working on the development this, and if memory serves me ended up taking over for the original developer. Once TrinityCore came out I ended up building a new system I called trinitymanager and stopped working on minimanager. Bruno I think was the guys name.
    1 point
  16. Does any of you knows guys? It seem to be hard coded, since I cannot find anything in DBC/DB. What about parry? I mean for 4.3.4 or at least 3.3.5a Thank you.
    1 point
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