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    • By Wark
      I'd just like to get a little insight to why so much of the current Trinitycore code doesn't match up to a few years ago.
      Now I know I'm not a pro at coding on Trinitycore and I understand that the core is open sourced but these just seem so significant and doesn't seem right to remove this stuff.
       
      Let me give an example. Lets say I'm watching this tutorial to get a little information about classes and methods that I can use when making a script. (I've also been using the Trinitycore Code Documentation as reference as well but it also seems to show the same issues)
      Although the tutorial is a little out of date, I don't see why OnGossipSelect doesn't exist anywhere in CreatureScript and that when I try to link the script to the core code it spits out this error.
      object of abstract class type "GossipTeleporter" is not allowed:
      pure virtual function "CreatureScript::GetAI" has no overrider
      The DEFINES of "ADD_GOSSIP_ITEM" and many more don't exist either.
       
      Am I missing something? All I want to know is if the core is mean't to be this way and if not should I download an older version of the core before I put to much working into my current core.
      (I downloaded my core right from the Trinitycore website tutorial)
       
      I'm currently trying to write a simple gossipteleporter that will let you talk to an npc and teleport to the given location. It's very hard to do this when so many things just don't exist within my core.
       
      EXTRA: I pasted this into a new custom script just to see if I would get errors and I got a lot of different errors: http://pastebin.com/raw/G62e0t49
      This was obtained from here: http://www.ac-web.org/forums/showthread.php?129885-Request-Teleporter-NPC-for-TrinityCore
      By no means am I looking to copy the code from the two links above, I was using them as a test to see if my core accepted them.
       
      Thanks,
      Wark
    • By Lenny4
      I'm currently developping a web site to allow user to create an account and play in the game. For that I'm using soap connection, this way I can execute gm command from my website. (like bnetaccount create ...)
      I was wondering, if one day I have a lot of players and I need to limit the amount of players who can be connect in the game at the same time.
      But I want to choose (I will not choose my self I will create a php script for that) wich one can connect or not.
      So my questions are:
      - is there a way to know when a user try to connect in game, I mean a request is send to my website (or another way)? how?
                       - if yes can I avoid the connection to the game? how?
      - is there a way to disconnect a user in the game using soap command (or another way)? how? Because here https://trinitycore.atlassian.net/wiki/spaces/tc/pages/2130065/GM+Commands I can't find a command to disconnect a player
      Thank you for your help.
    • By AllowTheKarnage
      Hello, today I was trying to install the database with the master branch, but when I go to start worldserver.exe I get error saying "The application was unable to start correctly (0xc000007b). click OK to close the application." I also tried to run as administrator. What might be the problem?

    • By stridergm
      I would like to know for example the mechanics such as the warlock aura called Dark Bargain. How from the event absob in the script ccp is triggered an reduce 50% of the damage taken, until before send final damage to the client. It is that I would like to know all the aura workflow in the core.
    • By TurtleMaster
      Hi TrinityCore community
      I am a computer scientist (just got my degree) and I want to learn a bit about Warcraft programming for fun.
      I got the 3.5.5 core as a VS project, I can build and run the worldserver, and I can successfully start the game from there. I was hoping someone here could give me some tips/guidance as to how I should go about learning to program the core and how to contribute most effectively to the community. My biggest concern is the workflow between editing, building, and running. It seems like it would be a very slow process to rebuild the core every time you need to jump into the game to check something. 
      Any thoughts?
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