Stresse 2 Posted February 9, 2020 Share Posted February 9, 2020 So far any effort I have made to utilize the Demon Hunters' maneuverability has looked incredibly bot-like. The following code is my attempt to find a suitably-far point to move to (to prevent the bot from using the Glide ability, only to immediately turn back because it didn't remove a waypoint passed while flying. The problem is that, without a way to determine whether or not the bot is on the ground or up in the air, there really isn't a good way to handle cases where the bot might overshoot a waypoint (or perform a simple turn while gliding). Seems like if I could figure out how to tell when the DH is in the air, it would be possible to have it skip/remove any waypoints if the bot passes withing N yards of its X, Y coordinates. How can I do this? Current Code public void DemonHunterGlide() { wManager.Events.MovementEvents.OnMovementPulse += (path, cancelable) => { var furthestPointInLoS= path.Where(p=> !TraceLine.TraceLineGo(ObjectManager.Me.Position, p, wManager.Wow.Enums.CGWorldFrameHitFlags.HitTestAll)).OrderBy(p=> ObjectManager.Me.Position.DistanceTo(p)).LastOrDefault(); var distance = ObjectManager.Me.Position.DistanceTo(furthestPointInLoS); Logging.Write("Distance = " + distance + ", Point = " + furthestPointInLoS.ToString()); Logging.Write(@"Beginning Demon Hunter ""Glide"" ability with a jump"); wManager.Wow.Helpers.Move.JumpOrAscend(); Thread.Sleep(500); Logging.Write(@"Jump"); wManager.Wow.Helpers.Move.JumpOrAscend(); Thread.Sleep(500); Logging.Write(@"Jump"); wManager.Wow.Helpers.Move.JumpOrAscend(); FelRush.Launch(); Logging.Write(@"Done"); }; } Link to comment Share on other sites More sharing options...
Droidz 2737 Posted February 9, 2020 Share Posted February 9, 2020 Hello, try to check Quote wManager.Wow.ObjectManager.ObjectManager.Me.IsFalling wManager.Wow.ObjectManager.ObjectManager.Me.IsFallingFar Link to comment Share on other sites More sharing options...
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