[DiscordArchive] is it possible to configure client to not disconnect because of afk or during long answer from serve
[DiscordArchive] is it possible to configure client to not disconnect because of afk or during long answer from serve
Archived author: Blocker • Posted: 2023-11-12T10:49:14.892000+00:00
Original source
is it possible to configure client to not disconnect because of afk or during long answer from server (debugging for example)?
Archived author: Roboto • Posted: 2023-11-12T11:01:25.758000+00:00
Original source
`PreventAFKLogout` in world conf
Archived author: Roboto • Posted: 2023-11-12T11:02:38.046000+00:00
Original source
probably won't work for long pauses during debugging, might be client behaviour
Archived author: Blocker • Posted: 2023-11-12T11:23:37.837000+00:00
Original source
how to make logs like:
```
LOG_DEBUG("bg.battleground", "bg_av HandleKillUnit {}", unit->GetEntry());
```
visible in worldserver.exe?
or are they visible during debug mode in IDE?
Archived author: Honey • Posted: 2023-11-12T12:42:34.831000+00:00
Original source
That's in the logger and appender settings in worldserver.conf
Archived author: Kitzunu • Posted: 2023-11-12T14:53:06.132000+00:00
Original source
https://github.com/azerothcore/azerothco...sues/17683 for anyone bored
Archived author: 老爷爷 • Posted: 2023-11-12T15:00:59.840000+00:00
Original source
How can I tell if a player in the party is dead and the rest of the party is not in combat
Archived author: Kitzunu • Posted: 2023-11-12T15:02:45.109000+00:00
Original source
Perhaps with GetPartyMembers() and go through the list checking IsInCombat() IsAlive()
Archived author: 老爷爷 • Posted: 2023-11-12T15:03:19.421000+00:00
Original source
if (player && player->isDead() && !player->SelectNearestPlayer(20.f)->IsInCombat())
{
GameObject* go = instance->GetGameObject(_slaughterGateGUID);
if (go && go->GetGoState() == GO_STATE_READY)
go->SetGoState(GO_STATE_ACTIVE);
}
Archived author: 老爷爷 • Posted: 2023-11-12T15:05:01.020000+00:00
Original source
Thank you, I'll take a look at it first