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iMod

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  1. Thanks I modified my version above and will test it later.
  2. Thanks for your anwer. I'm currently using public static int? GetGroupNumber(this WoWUnit instance) { // Create lua command string luaCommand = [email protected]"for i = 1, GetNumRaidMembers() do name, rank, groupNumber = GetRaidRosterInfo(i); if(name == '{instance.Name}') then return groupNumber; end end "; // Get index number of the unit int result = Framelock.Lock(() => { // Return return Lua.LuaDoString<int>(command: luaCommand); }); // Failed? if (result == 0) { // Return return null; } // Return return result; } But I will compare both methods and check what performs better.
  3. Hi everyone, is there a efficent way to get the raid group number of a raid member or the whole raid?
  4. ALT + X = Pause ALT + C = Stop the product If you already knew them forget my answer 😉
  5. Thanks like always... was my fault. You can close this bug request. 1. GetBuff(spellName: "") => Works, I took the ingame name but the english name was requiered. 2. HaveBuff works now for some reasons... no clue may I was testing at a dummy. The ObjectManager.Target works way better, thanks for that hint.
  6. ObjectManager.Me.TargetObject.GetBuff("BuffName"); Always returns a invalid aura ObjectManager.Me.TargetObject.HaveBuff(id) Always returns false. With Ids array it is is working but it takes 200ms more to circle through it which kills my fight class performance. Are the auren updated in each objectmanager update cycle or just by calling one of the buff functions? Greez iMod
  7. UnitExtension: /// <summary> /// Gets the units around our unit in the given range. /// </summary> /// <param name="range">The range we are looking in.</param> /// <param name="objectType">The object type we are looking for.</param> /// <returns>Returns a list of units if we found one, otherwise a empty list.</returns> public static IEnumerable<WoWUnit> GetAttackableUnits(this WoWUnit instance, int range, WoWObjectType objectType = WoWObjectType.Unit) { // Get units IEnumerable<WoWUnit> results = ObjectManager.GetObjectWoWUnit().Where(u => u.Type == objectType && u.IsAlive && u.MaxHealth > 500 && (u.Position.DistanceTo2D(instance.Position) <= range) && u.IsAttackable && !TraceLine.TraceLineGo(u.Position)); // Return return results; } Sample: bool useSwipe = (ObjectManager.Me.GetAttackableUnits(5).Count() >= 3);
  8. WoWUnit Extension "IsAutoAttacking" (WOTLK) /// <summary> /// Gets the flag if the unit is auto attacking. /// </summary> /// <returns>Returns true if the unit is auto attacking, otherwise false.</returns> public static bool IsAutoAttacking(this WoWUnit instance) { // Read bool result = Memory.WowMemory.Memory.ReadBoolean(address: instance.GetBaseAddress + (uint)0xA20); // Return return result; } I'm not sure about the other extension offsets.
  9. My code does the same if i'm not total wrong. It just gets the highes talent and returns a "Number/ID" instead of the name.
  10. Nice to see some progress even on that pc of old code ;) One thing i don't understand is how can it be more accurate if you still loop over the tabs and take the one with the highes points? Is is because you read out the name? If so how about multi language can that cause some issues? I know its just a sample code but you may should check if its not a priest because you don't got any else block. (2cents)
  11. You also had to pay if you want a good rotation thats why they implemented the buddy store. The quest profiles where made by a guy who got paid for it. I would not call it directly "free".
  12. Are you using their client? I'm using the original one.
  13. Ah damn, yeah i remember that issue with the dummies.
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