Closed Undergarun closed 11 years ago
I confirm all the bugs described above. I add some other bugs I've found.
Please confirm if someone encountered them.
Ad. 4. if boats started, players should be teleported to the shore, not on boat.
Anybody knows proper timers for respawn of Demolishers? Should be around 20 seconds AFAIK.
Related to vehicles i thought: Tanks should allow passengers to get in.
Only vehicle controller can use Demolishers now? Can't take passengers?
Depending on the terrain targeted, the Missile spells by the Cannons don't do any damage in the area.
LOS check?
In the second round happens that the Tanks does not spawn in the right place but they remain in the same place as they were at the ending of the previous round.
After round end all tanks should despawn, this can be handled in sd2 script written for demolishers (not best way, but works).
@michalpolko: Regarding the Missiles: maybe, but it also can land and do no damage at all, even if you hit the target perfectly. About the tanks missed despawn I am using Mr2SD2 so I want to know if it is a common bug or I have to make a workaround by myself. Do you suggest to open this issue in Mr2SD2?
1 - need implement (by common way).
in clean mangos can't set respawn time via DB on battlegrounds, it is always the same, must implement such possibility.
ad 2. wrong implementation of scaling vehicle stats. HP should be set with % of current HP to scaled HP.
example: 70/100 = after scaling => 140/200
currently: 70/100 =after scaling => 200/200
this is how I understood the bug report ;P
"4. if boats started, players should be teleported to the shore, not on boat." I have some force fields implemented, so if a player joins 1-60 secs before round start (so when ships are moving), he gets ported up to pillars between boats, where he cant leave from, since theres a forcefield. The forcefield disappears 30 secs before round start, so the players from pillars arrive to the shore at around the same time as ships. Heard its not blizzlike, but I have no idea how is it done there then :/ Teleporting someone on the shore to many defending people doesnt sound correct. Should I implement it? anyone knows how does it work on blizz ?
On retail, you are teleported on ships even if they are in movement.
ah... well, then as long as I cannot get the coords of a moving transport, i cant do much :/
I think the first and lesslike way is teleport characters to the shore and maybe root all players or temporary sets as friends.
tibbi, teleport char (teleportNear) to coords of group leader immediately, after teleport in map.
O.o nice catch rsa :P
And remember of an exception when the entering player is the first one :P
teleport char near leader only must be made when transport starts to move... in this steps, leader have to be already in boat ;-)
everybody can leave bg
mmmm but if leader leave bg, new one is selected from people on boat, right?
may simple check map of leader.
if everybody leaves bg then there is nobody on the boat :D
"Depending on the terrain targeted, the Missile spells by the Cannons don't do any damage in the area." Same problem is with demolishers and gates :/ After some tests Ive found out, that tanks dont do damage to gates from longer distances cause the terrain. For example attacking the Green gate from the right side does dmg even from max distance, while for attacking the blue gate you have to be like 15yd away. Tried switching blue/green gate, blue was wrong then. Tested the gates on flat terrain too, that just confirmed that the terrain is wrong there. Also tried disabling LoS, terrain bug was still there :/ Not sure what can be done about it. Its even worse in IoC, you have to be totally close to the gates in order to deal damage.
long time i repair SOTA GO damage spells - his require FillCustomTargetMap() entry...
I dont seem to know, how to do it :/ Cant get neither destination coords, nor some GOtargetlist
give spell numbers in separate issue.
which of the bugs mentioned in this issue are still valid ?
impossible to capture the flag to the cemetery, grab a horde alliance flag, but it can not press ...
All bugs are still valid :P
@Sar777 See https://github.com/mangosR2/mangos/commit/df0de01171322750cbd34df9f41d5114fa5ee11e#commitcomment-742393
I dont have bugs 1, 2, 3, 6.. Also what you mean with https://github.com/mangosR2/mangos/commit/df0de01171322750cbd34df9f41d5114fa5ee11e#commitcomment-742393 ? its ok now, or not ?
Sorry, i forgot to edit issue. Now you can see accurate data.
ye damn, Im a retard... forgot to add MakeInteractive parts, which that function has been made for. With that, graveyards should be capable only after destroying the appropriate gate.
wth? 4. Seaforium charges are not working now on SOTA, "Not valid area message" Since when? You can place the bomb, just it wont explode / explode deals no dmg? check if you dont have spell http://www.wowhead.com/spell=52408 at spell_area.
I'm not able to place the bomb. T.T
check if you have http://www.wowhead.com/spell=52410 in spell_area then.. Since when does it happen ?
I don't have it T.T and i don't know since when.
Edited with more info :P
Try manually casting 52410 with gm outside graveyards, if you can put bombs like that. Also maybe look for spell 52410 in spell_script_target, and item 39213 in item_required_target.. About missing Seaforium charges, you mean they are missing directly in the factory, and not spawned at the entrance, at demolishers either ?
Rewrote events, should be much better now. Also cannons will be spawned/useable in preparation too.
Thank you, i think you can include in SOTA SQL entries for spell_script_target, item_required_target and area_aura for all of us with missing information in our db.
right that there shouldnt be anything in spell_script_target, item_req.., spell_area.. So you had anything there ?
also need check all GO damaging spells after last commits.
No, nothing on those tables. @rsa, i will check and remove bug from issue if works fine, thanks.
@rsa, GO damaging spells now works like a charm, thanks :P
I still cant damage them on local :p Guess sth is really wrong there, Ill test it on r2 also when its up to date.
With latest sources works perfect for most Vehicle spells including Sota, IoC vehicles and some others...
@tibbi, i'm able to cast 52410 outside graveyards and gates are damaged successfully. @rsa, GO damaging spell works fine for IoC but not for SotA T.T
ah nice, I had some wrong leftovers from my attempts on local :p Damaging works really nicely now. About seaforium charges, try running DELETE FROM achievement_criteria_requirement WHERE criteria_id IN (6447); then check if you can cast it.
I don't understand how this can help, anyway i tested it and nothing new... i'm able to cast spell manually but no put charges using item.
and SELECT * FROM spell_area WHERE area = 4384; does that give sth ?
Nop. 0 rows
something is limiting the bomb to area 4384... My main guess was those achi changes, as only that had something to do with it. Try DELETE FROM achievement_criteria_requirement WHERE criteria_id = 6447; INSERT INTO achievement_criteria_requirement VALUES (6447, 0, 0, 0); Bombs in IoC work ?
Yep, IoC bombs works perfect.
@rsa, GO damaging spell works fine for IoC but not for SotA T.T
i recheck demolisher Hurl Boulder spell in SOTA. work fine for me (need small correct position of gates). what problems in your server?
about not being able to cast seaforiums at gates... If you have some local server or test, backup the spell_area table, then wipe it and retest. You might do the same with achievement_criteria_requirement, even tho it sounds offtopic :p I dont see where else can it be limited.. It looks limited to area 4384 (area, not zone)