Rochet2 / Issues

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Transmog script not running? #12

Closed ghost closed 9 years ago

ghost commented 10 years ago

Hello Rochet2! Thanks for the Transmog system that you have built.

I have a problem and this might be something I missed.

I grabbed the latest diff from the links on your site, which were on github here. Applied the diff using git apply. Two files failed but I took care of those by hand (since I was using the anti-cheat patch). I used the SQL files, and the NPC files. Compile went fine, no problems, it grabs the script and all and builds correctly.

I then added the NPC in game. But nobody can talk to him. He presents the default "Greetings playername" dialog.

I checked through the creature_template stuff, and other then a very strange type_flags he's nothing special. He has the script name as well. Did I miss something? Is there a forum post I should have referenced? Thanks.

I'm using a clean TC pull from github, with anti-cheat applied, running 961aaf5b9d7b449b107e25e621e133eeeb0ca049 which was released Sept. 14, 2014.

Rochet2 commented 10 years ago

Haha, yeah. Its using at least one or 2 undocumented type flags. The other one of them allows showing a single gossip option in the menu. Normally a single option is automatically clicked by the client somehow. Partly it is from documented flags, part is just copied from some existing sources. I made Portal master originally with those flags years ago, so I cant remember what all of them did.

Often when someone says that a script does nothing, when inspected more closely, the script is not applied at all or is applied partly. Check that the script exists in the core. For example check that it is in ScriptLoader.cpp and see that the function it uses is indeed the transmog script's function.

See startup errors. If there was no transmog script in core, the startup errors should either note that there is an unused scriptname in DB or that there is a script in core with no creature assigned.

The transmog script is not merged with latest TC, but I think there should not be much problems with that. The functions use the override keyword which should make sure they override functions they are supposed to.

Not quite sure yet what the issue could be

ghost commented 10 years ago

Thanks for the reply, I put the type_flags back to what you had, since I was testing. Makes since to me now, since its just undocumented :)

Alright, I will try a new compile. I checked ScriptLoader.cpp and it is indeed there, but I think when I applied it manually I read the part of the diff incorrectly and put the two lines under AddBattlegroundScripts instead of what looks like an entirely new section above AddCustomScripts.

Since I posted this I started fresh, and applied your direct git merge application of code. Looking over this I believe this is where I went wrong. Bonehead reading of the diff file.

I'll let you know how it goes when I finish the compile and have it running. Thanks for the help!

Rochet2 commented 10 years ago

waiting for reply

ghost commented 9 years ago

Sorry about that, life stuff and work.

Anyway, yes it works now. I just had the script loading in the incorrect place. Thank you again for your work.