Forums WoW Modding Support Archives Azerothcore Discord Archives [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

[DiscordArchive] is it possible to configure client to not disconnect because of afk or during long answer from serve

rektbyfaith
Administrator
0
11-12-2023, 10:49 AM
#1
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)?
rektbyfaith
11-12-2023, 10:49 AM #1

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)?

rektbyfaith
Administrator
0
11-12-2023, 11:01 AM
#2
Archived author: Roboto • Posted: 2023-11-12T11:01:25.758000+00:00
Original source

`PreventAFKLogout` in world conf
rektbyfaith
11-12-2023, 11:01 AM #2

Archived author: Roboto • Posted: 2023-11-12T11:01:25.758000+00:00
Original source

`PreventAFKLogout` in world conf

rektbyfaith
Administrator
0
11-12-2023, 11:02 AM
#3
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
rektbyfaith
11-12-2023, 11:02 AM #3

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

rektbyfaith
Administrator
0
11-12-2023, 11:23 AM
#4
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?
rektbyfaith
11-12-2023, 11:23 AM #4

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?

rektbyfaith
Administrator
0
11-12-2023, 12:42 PM
#5
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
rektbyfaith
11-12-2023, 12:42 PM #5

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

rektbyfaith
Administrator
0
11-12-2023, 02:53 PM
#6
Archived author: Kitzunu • Posted: 2023-11-12T14:53:06.132000+00:00
Original source

https://github.com/azerothcore/azerothco...sues/17683 for anyone bored
rektbyfaith
11-12-2023, 02:53 PM #6

Archived author: Kitzunu • Posted: 2023-11-12T14:53:06.132000+00:00
Original source

https://github.com/azerothcore/azerothco...sues/17683 for anyone bored

rektbyfaith
Administrator
0
11-12-2023, 03:00 PM
#7
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
rektbyfaith
11-12-2023, 03:00 PM #7

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

rektbyfaith
Administrator
0
11-12-2023, 03:02 PM
#8
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()
rektbyfaith
11-12-2023, 03:02 PM #8

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()

rektbyfaith
Administrator
0
11-12-2023, 03:03 PM
#9
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);
}
rektbyfaith
11-12-2023, 03:03 PM #9

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);
}

rektbyfaith
Administrator
0
11-12-2023, 03:05 PM
#10
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
rektbyfaith
11-12-2023, 03:05 PM #10

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

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