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I try something like :

 public void SkipNodesIfFight()
    {

        robotManager.Events.FiniteStateMachineEvents.OnBeforeCheckIfNeedToRunState += (engine, state, cancelable) =>
        {
            if (state is wManager.Wow.Bot.States.IsAttacked)
            {
                _isFight = true; 
                wManager.Wow.Helpers.Chat.SendChatMessageWhisper("IsFight","namespeudo"); 
                Thread.Sleep(10000);
                Initialize(); 
            }
            else {

                _isFight = false;
                wManager.Wow.Helpers.Chat.SendChatMessageWhisper("NotISFight","namespeudo");
                 Thread.Sleep(10000); 
            }
            Thread.Sleep(10000);
        
        };
    }

But never say "IsFight" when a mob attack me 😕

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3 hours ago, duthibaut said:

I try something like :

 public void SkipNodesIfFight()
    {

        robotManager.Events.FiniteStateMachineEvents.OnBeforeCheckIfNeedToRunState += (engine, state, cancelable) =>
        {
            if (state is wManager.Wow.Bot.States.IsAttacked)
            {
                _isFight = true; 
                wManager.Wow.Helpers.Chat.SendChatMessageWhisper("IsFight","namespeudo"); 
                Thread.Sleep(10000);
                Initialize(); 
            }
            else {

                _isFight = false;
                wManager.Wow.Helpers.Chat.SendChatMessageWhisper("NotISFight","namespeudo");
                 Thread.Sleep(10000); 
            }
            Thread.Sleep(10000);
        
        };
    }

But never say "IsFight" when a mob attack me 😕

for this code to work you'd need to make it run inside 

Initialize();

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May be wManager.Wow.ObjectManager.ObjectManager.GetUnitAttackPlayer().Count < = 0 works for you?

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