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Here's the method I've made to handle elevators:

    public static void AddTransportOffMesh(
        Vector3 waitForTransport,
        Vector3 stepIn,
        Vector3 objectDeparture,
        Vector3 objectArrival,
        Vector3 stepOut,
        int objectId,
        ContinentId continentId,
        string name = "",
        float precision = 0.5f)
    {
        OffMeshConnection offMeshConnection = new OffMeshConnection(new List<Vector3>
            {
                waitForTransport,
                new Vector3(stepIn.X, stepIn.Y, stepIn.Z, "None")
                {
                    Action = "c#: Logging.WriteNavigator(\"Waiting for transport\"); " +
                    "while (Conditions.InGameAndConnectedAndProductStartedNotInPause) " +
                    "{ " +
                        $"var elevator = ObjectManager.GetWoWGameObjectByEntry({objectId}).OrderBy(o => o.GetDistance).FirstOrDefault(); " +
                        $"if (elevator != null && elevator.IsValid && elevator.Position.DistanceTo(new Vector3({objectDeparture.X.ToString().Replace(",", ".")}, {objectDeparture.Y.ToString().Replace(",", ".")}, {objectDeparture.Z.ToString().Replace(",", ".")})) < {precision.ToString().Replace(",", ".")}) " +
                            "break; " +
                        "Thread.Sleep(100); " +
                    "}"
                },
                new Vector3(stepOut.X, stepOut.Y, stepOut.Z, "None")
                {
                    Action = "c#: Logging.WriteNavigator(\"Wait to leave Elevator\"); " +
                    "while (Conditions.InGameAndConnectedAndProductStartedNotInPause) " +
                    "{ " +
                        $"var elevator = ObjectManager.GetWoWGameObjectByEntry({objectId}).OrderBy(o => o.GetDistance).FirstOrDefault(); " +
                        $"if (elevator != null && elevator.IsValid && elevator.Position.DistanceTo(new Vector3({objectArrival.X.ToString().Replace(",", ".")}, {objectArrival.Y.ToString().Replace(",", ".")}, {objectArrival.Z.ToString().Replace(",", ".")})) < {precision.ToString().Replace(",", ".")}) " +
                            "break; " +
                        "Thread.Sleep(100); " +
                    "}"
                },
            }, (int)continentId, OffMeshConnectionType.Unidirectional, true);
        offMeshConnection.Name = name;
        OffMeshConnections.Add(offMeshConnection, true);
    }

And here is how I use it:

        AddTransportOffMesh(new Vector3(2865.628, 6211.75, 104.262), // wait for transport
            new Vector3(2878.712, 6224.032, 105.3798), // Step in
            new Vector3(2878.315, 6223.635, 105.3792), // Object departure
            new Vector3(2892.18, 6236.34, 208.908), // Object arrival
            new Vector3(2880.497, 6226.416, 208.7462, "None"), // Step out
            188521,
            ContinentId.Northrend,
            "Warsong Hold Elevator UP");

        AddTransportOffMesh(new Vector3(2880.497, 6226.416, 208.7462, "None"), // wait for transport
            new Vector3(2891.717, 6236.516, 208.9086, "None"), // Step in
            new Vector3(2892.18, 6236.34, 208.908), // Object departure
            new Vector3(2878.315, 6223.635, 105.3792), // Object arrival
            new Vector3(2865.628, 6211.75, 104.262), // Step out
            188521,
            ContinentId.Northrend,
            "Warsong Hold Elevator DOWN");

I've used this for our FlightMaster plugin. In theory, it should also work for other transports.

Thanks, have already found Droidz's post with the barrens elevator

 

Made by this sample, put in plugin and it works.
 

    private void InitializeOffmeshes()
    {
        List<PathFinder.OffMeshConnection> Doodad_VR_Elevator_Lift02_FJORD = new List<PathFinder.OffMeshConnection>
        {
            new PathFinder.OffMeshConnection(new List<Vector3>
            {
                new Vector3(1596.064, -5748.844, 255.9307), 
                new Vector3(1677.591, -5822.056, 248.18), // elevator waiting point at the top
                new Vector3(1688.42, -5831.752, 246.5121) {Action = "c#: Logging.WriteNavigator(\"[OffMeshConnection] Fjord Horde Elevator DOWN > Wait Elevator\"); while (Conditions.InGameAndConnectedAndProductStartedNotInPause) { var elevator = ObjectManager.GetWoWGameObjectByEntry(190118).OrderBy(o => o.GetDistance).FirstOrDefault(); if (elevator != null && elevator.IsValid && elevator.Position.DistanceTo(new Vector3(1680.11, -5824.42, 161.673)) < 0.5) break; Thread.Sleep(10); }"}, // the point at which we stand in the elevator and the elevator stopping point at the top
                new Vector3(1695.742, -5839.653, 11.995) {Action = "c#: Logging.WriteNavigator(\"[OffMeshConnection] Fjord Horde Elevator DOWN > Wait to leave Elevator\"); while (Conditions.InGameAndConnectedAndProductStartedNotInPause) { var elevator = ObjectManager.GetWoWGameObjectByEntry(190118).OrderBy(o => o.GetDistance).FirstOrDefault(); if (elevator != null && elevator.IsValid && elevator.Position.DistanceTo(new Vector3(1680.11, -5824.42, -72.76543)) < 0.5) break; Thread.Sleep(10); }"}, // elevator exit point below and elevator stop point below
                new Vector3(1704.343, -5831.836, 11.99983),
                new Vector3(1720.702, -5847.75, 5.766593),
            }, (int)ContinentId.Northrend, PathFinder.OffMeshConnectionType.Unidirectional, true),

            new PathFinder.OffMeshConnection(new List<Vector3>
            {
                new Vector3(1720.702, -5847.75, 5.766593),
                new Vector3(1704.343, -5831.836, 11.99983),
                new Vector3(1695.941, -5839.131, 11.99734), // elevator waiting point below
                new Vector3(1688.42, -5831.752, 12.07372) {Action = "c#: Logging.WriteNavigator(\"[OffMeshConnection] Fjord Horde Elevator UP > Wait Elevator\"); while (Conditions.InGameAndConnectedAndProductStartedNotInPause) { var elevator = ObjectManager.GetWoWGameObjectByEntry(190118).OrderBy(o => o.GetDistance).FirstOrDefault(); if (elevator != null && elevator.IsValid && elevator.Position.DistanceTo(new Vector3(1680.11, -5824.42, -72.76543)) < 0.5) break; Thread.Sleep(10); }"}, // the point at which we stand in the elevator and the elevator stopping point below
                new Vector3(1677.591, -5822.056, 248.18) {Action = "c#: Logging.WriteNavigator(\"[OffMeshConnection] Fjord Horde Elevator UP > Wait to leave Elevator\"); while (Conditions.InGameAndConnectedAndProductStartedNotInPause) { var elevator = ObjectManager.GetWoWGameObjectByEntry(190118).OrderBy(o => o.GetDistance).FirstOrDefault(); if (elevator != null && elevator.IsValid && elevator.Position.DistanceTo(new Vector3(1680.11, -5824.42, 161.673)) < 0.5) break; Thread.Sleep(10); }"}, // elevator exit point at the top and elevator stop point at the top
                new Vector3(1596.064, -5748.844, 255.9307),
            }, (int)ContinentId.Northrend, PathFinder.OffMeshConnectionType.Unidirectional, true),
        };

        PathFinder.OffMeshConnections.AddRange(Doodad_VR_Elevator_Lift02_FJORD);
        PathFinder.OffMeshConnections.Save();
    }

 

Still don't understand why Droidz didn't add all of the elevator offmeshes to pathfinder if that is so easy.

No offense to Droidz, but it's pretty much laziness. He'd have to add everything for every expansion and then maintain it manually if pathfinding for the expansion ever changes.

I do pretty much the same thing for some connections in HMP. A few Droidz added after being given the info so I could remove them. Others I still struggle with due to large distances. It's really not as reliable as I'd like it to be.

Lol, when I added this offmesh connection at first time it worked super fine, but now bot just IGNORE IT completely. Now I am literally tearing the hair out of my head and trying to understand why the bot ignores this offmesh.................... @Droidz please dont ignore, I'm going crazy

hi,

Are you sure that your path only requires 1 offmesheconnection? Because WRobot can only support 1 per path.

Share here (or by private message) offmeshesconnection used and from/to path (that you want fix)

On 12/27/2020 at 3:50 PM, Droidz said:

hi,

Are you sure that your path only requires 1 offmesheconnection? Because WRobot can only support 1 per path.

Share here (or by private message) offmeshesconnection used and from/to path (that you want fix)


Hi!  I dont know, what that means support 1 per path... maybe i'm dumb or have too low iq, ah, dont care.

Really need 2 connections for this lift, up and down, object id 190118, for some reason it is impossible to force the bot to use offmesh connections, it generates weird straight paths across the rock ...

new Vector3(1695.941, -5839.131, 11.99734) // character wait/leave pos at bottom

new Vector3(1688.42, -5831.752, 12.07372) // pos to enter lift at bottom

new Vector3(1680.11, -5824.42, -72.76543) // lift stop pos bottom

new Vector3(1680.11, -5824.42, 161.673)) // lift stop pos top

new Vector3(1687.812, -5831.235, 246.5121, "None") // pos to enter lift at top

new Vector3(1662.868f, -5808.526f, 252.1796f, "None") // character wait/leave pos at top

 

 

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