Forums WoW Modding Support Archives Azerothcore Discord Archives [DiscordArchive] Is it possible to solo all dungeons and raids with mod-playerbots ? Or do some raids need specific

[DiscordArchive] Is it possible to solo all dungeons and raids with mod-playerbots ? Or do some raids need specific

[DiscordArchive] Is it possible to solo all dungeons and raids with mod-playerbots ? Or do some raids need specific

rektbyfaith
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02-03-2025, 01:09 PM
#1
Archived author: Mark • Posted: 2025-02-03T13:09:27.665000+00:00
Original source

Is it possible to solo all dungeons and raids with mod-playerbots ? Or do some raids need specific actions that the bots wont be able to do ?
rektbyfaith
02-03-2025, 01:09 PM #1

Archived author: Mark • Posted: 2025-02-03T13:09:27.665000+00:00
Original source

Is it possible to solo all dungeons and raids with mod-playerbots ? Or do some raids need specific actions that the bots wont be able to do ?

rektbyfaith
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02-03-2025, 01:13 PM
#2
Archived author: Ryan Turner • Posted: 2025-02-03T13:13:16.587000+00:00
Original source

A question better asked in their discord in the pinned comments. But at least from revisions videos they seem to do well
rektbyfaith
02-03-2025, 01:13 PM #2

Archived author: Ryan Turner • Posted: 2025-02-03T13:13:16.587000+00:00
Original source

A question better asked in their discord in the pinned comments. But at least from revisions videos they seem to do well

rektbyfaith
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02-03-2025, 01:14 PM
#3
Archived author: Mark • Posted: 2025-02-03T13:14:38.553000+00:00
Original source

Ill check that out, never really played wow back in the day so will be fun to mess about with it.
rektbyfaith
02-03-2025, 01:14 PM #3

Archived author: Mark • Posted: 2025-02-03T13:14:38.553000+00:00
Original source

Ill check that out, never really played wow back in the day so will be fun to mess about with it.

rektbyfaith
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02-03-2025, 01:32 PM
#4
Archived author: metallinos • Posted: 2025-02-03T13:32:17.705000+00:00
Original source

They can do a lot on auto pilot but may sometimes need to be teleported around or have follow / flee / attack or other simple commands issued to them. You can generally do 90%+ of the raid content available in wotlk with playerbots
rektbyfaith
02-03-2025, 01:32 PM #4

Archived author: metallinos • Posted: 2025-02-03T13:32:17.705000+00:00
Original source

They can do a lot on auto pilot but may sometimes need to be teleported around or have follow / flee / attack or other simple commands issued to them. You can generally do 90%+ of the raid content available in wotlk with playerbots

rektbyfaith
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02-03-2025, 05:48 PM
#5
Archived author: Eli • Posted: 2025-02-03T17:48:07.240000+00:00
Original source

Did you find out what the issue is?

I am running everything out of docker and the only time I've had the server restart like that was when I put an 8GB memory limit and the server exceeded that.
rektbyfaith
02-03-2025, 05:48 PM #5

Archived author: Eli • Posted: 2025-02-03T17:48:07.240000+00:00
Original source

Did you find out what the issue is?

I am running everything out of docker and the only time I've had the server restart like that was when I put an 8GB memory limit and the server exceeded that.

rektbyfaith
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02-03-2025, 05:50 PM
#6
Archived author: Revision • Posted: 2025-02-03T17:50:00.752000+00:00
Original source

Is there any way at all to get the creatures inside a battleground, check their entry and determine if they have a DBGuid and if they don't I want to delete them from the battleground? I'm trying to replace some spawns in there with DB spawns so I can make them move, on top of adding more, but wanted to check if it's possible to do from a AllBattlegroundScript or something so I don't have to go through the core code, which I don't understand at all how it works, and therefore make it a module. My end goal is to restore NPC spawns to pre-2.3 era on top of making the creatures that don't move, move.

I tried using OnBattlegroundCreate of AllBattlegroundScript but no matter what I do every creature returns 0 for GetEntry(), GetCounter(), GetRawValue() and GetTypeId(). Not that it would help me unless I know specifically what type the ones I want to replace belong to and that no one I don't want to remove is using the same type.
rektbyfaith
02-03-2025, 05:50 PM #6

Archived author: Revision • Posted: 2025-02-03T17:50:00.752000+00:00
Original source

Is there any way at all to get the creatures inside a battleground, check their entry and determine if they have a DBGuid and if they don't I want to delete them from the battleground? I'm trying to replace some spawns in there with DB spawns so I can make them move, on top of adding more, but wanted to check if it's possible to do from a AllBattlegroundScript or something so I don't have to go through the core code, which I don't understand at all how it works, and therefore make it a module. My end goal is to restore NPC spawns to pre-2.3 era on top of making the creatures that don't move, move.

I tried using OnBattlegroundCreate of AllBattlegroundScript but no matter what I do every creature returns 0 for GetEntry(), GetCounter(), GetRawValue() and GetTypeId(). Not that it would help me unless I know specifically what type the ones I want to replace belong to and that no one I don't want to remove is using the same type.

rektbyfaith
Administrator
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02-03-2025, 06:05 PM
#7
Archived author: Jean-Philippe Schurr • Posted: 2025-02-03T18:05:56.497000+00:00
Original source

Hello, Is it possible to create a spell for exemple that have the display id of mangoose and somethin like "chance when attack increase your strenght by +1"
rektbyfaith
02-03-2025, 06:05 PM #7

Archived author: Jean-Philippe Schurr • Posted: 2025-02-03T18:05:56.497000+00:00
Original source

Hello, Is it possible to create a spell for exemple that have the display id of mangoose and somethin like "chance when attack increase your strenght by +1"

rektbyfaith
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02-03-2025, 06:24 PM
#8
Archived author: Vulpinoi • Posted: 2025-02-03T18:24:42.262000+00:00
Original source

Hi, I've encountered a error while the server was running.
ACE00046 - It's the error regarding the incorrect dlls for mysql version on windows
But I'm on linux, UBUNTU 24 LTS
I've deleted the `CMakeCache` file and rebuilt the binaries, but the error is still present when trying to lauch the server
rektbyfaith
02-03-2025, 06:24 PM #8

Archived author: Vulpinoi • Posted: 2025-02-03T18:24:42.262000+00:00
Original source

Hi, I've encountered a error while the server was running.
ACE00046 - It's the error regarding the incorrect dlls for mysql version on windows
But I'm on linux, UBUNTU 24 LTS
I've deleted the `CMakeCache` file and rebuilt the binaries, but the error is still present when trying to lauch the server

rektbyfaith
Administrator
0
02-03-2025, 06:28 PM
#9
Archived author: Vulpinoi • Posted: 2025-02-03T18:28:50.638000+00:00
Original source

For future people: I fixed it by deleting the binaries and building them again
rektbyfaith
02-03-2025, 06:28 PM #9

Archived author: Vulpinoi • Posted: 2025-02-03T18:28:50.638000+00:00
Original source

For future people: I fixed it by deleting the binaries and building them again

rektbyfaith
Administrator
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02-03-2025, 08:07 PM
#10
Archived author: metallinos • Posted: 2025-02-03T20:07:24.139000+00:00
Original source

Perhaps it's easier to use the instanced map rather than the battleground? I'm not familiar with cpp API as I mostly work with Eluna, but in Eluna I use https://elunaluaengine.github.io/Global/...Event.html on creature create and https://elunaluaengine.github.io/Creatur...IDLow.html. I'm assuming there's similar cpp functionality to track creature create in a map where you can despawn it if it doesn't return a db guid
rektbyfaith
02-03-2025, 08:07 PM #10

Archived author: metallinos • Posted: 2025-02-03T20:07:24.139000+00:00
Original source

Perhaps it's easier to use the instanced map rather than the battleground? I'm not familiar with cpp API as I mostly work with Eluna, but in Eluna I use https://elunaluaengine.github.io/Global/...Event.html on creature create and https://elunaluaengine.github.io/Creatur...IDLow.html. I'm assuming there's similar cpp functionality to track creature create in a map where you can despawn it if it doesn't return a db guid

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