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camelot10

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  1. This question connected mostly to Kayn and Altrius for Demon hunters. Quest description have all quest ids, example: 39261 //http://www.wowhead.com/quest=39261/call-of-the-illidari 39047 //http://www.wowhead.com/quest=39047/call-of-the-illidari in NPC list i have both npcs. Kayn first in list, and have Turn In ids: 39261 Altrius second in list and have Turn In ids: 39047 When i choosed Kayn quest turnin successfully. But when i choose Altrius, its dont. I suppose Quester search first npc in list who have in Turn In any of QuestId related to that quest. But i need to get First NPC with exact turn-in id equal to current active quest ID, not WHOLE list of QuestId any tips? what i can do ? @Droidz
  2. attached screenshot from Demon Hunter Artifact Scenario. pathfinder found path from 1 point to another and didnt use offmesh that i created. and that path is broken coz scenario area blocked with invisible border i have two suggestions: 1. make option in wManagerSetting or PathFinder that force enable offmesh connections usage always. becouse if pathfinder found path (not partial) its not use offmesh connection and sometimes its act wierd 2. make PathFinder.FindPath(to, bool forceUseOffmeshConnection) to find path in code using offmesh connection for manual finding path
  3. new offmesh connection is great. but instead every profile creator make own offmesh connections, most of them should be available to everyone coz same pathfinding problems envountered by every profile creators. maybe wrobot must have global offmesh connection data concentrated in one file: xml/dll or something and could be community driven and opensource. just my two cents
  4. if custom script is empty and no quests, and you use RunCode in steps > profile not compiled and throw error example attached. [F] 02:46:32 - [FightClass] Loading Fight class: D:\download\WRobot\FightClass\DemonHunter Havoc (camelot10).xml [D] 02:46:33 - [Spell] Nemesis (Id found: 208614, Name found: Nemesis, NameInGame found: Заклятый враг, Know = False, IsSpellUsable = False) [D] 02:46:33 - [Spell] Darkness (Id found: 228383, Name found: Darkness, NameInGame found: Мрак, Know = False, IsSpellUsable = False) [D] 02:46:33 - [Spell] Blur (Id found: 212800, Name found: Blur, NameInGame found: Затуманивание, Know = False, IsSpellUsable = False) [D] 02:46:33 - [Spell] Soul Carver (Id found: 216218, Name found: Soul Carver, NameInGame found: Разрубатель душ, Know = False, IsSpellUsable = False) [D] 02:46:33 - [Spell] Chaos Nova (Id found: 222826, Name found: Chaos Nova, NameInGame found: Кольцо Хаоса, Know = False, IsSpellUsable = False) [D] 02:46:33 - [Spell] Fel Rush (Id found: 195072, Name found: Fel Rush, NameInGame found: Рывок Скверны, Know = True, IsSpellUsable = True) [D] 02:46:33 - [Spell] Vengeful Retreat (Id found: 232709, Name found: Vengeful Retreat, NameInGame found: Коварное отступление, Know = False, IsSpellUsable = False) [D] 02:46:33 - [Spell] Fel Barrage (Id found: 222707, Name found: Fel Barrage, NameInGame found: Обстрел Скверны, Know = False, IsSpellUsable = False) [D] 02:46:33 - [Spell] Fury of the Illidari (Id found: 207913, Name found: Fury of the Illidari, NameInGame found: Ярость иллидари, Know = False, IsSpellUsable = False) [D] 02:46:33 - [Spell] Eye Beam (Id found: 220896, Name found: Eye Beam, NameInGame found: Пронзающий взгляд, Know = False, IsSpellUsable = False) [D] 02:46:33 - [Spell] Metamorphosis (Id found: 187827, Name found: Metamorphosis, NameInGame found: Метаморфоза, Know = True, IsSpellUsable = False) [D] 02:46:33 - [Spell] Chaos Blades (Id found: 214796, Name found: Chaos Blades, NameInGame found: Клинки Хаоса, Know = False, IsSpellUsable = False) [D] 02:46:33 - [Spell] Felblade (Id found: 236167, Name found: Felblade, NameInGame found: Клинок Скверны, Know = False, IsSpellUsable = False) [D] 02:46:33 - [Spell] Blade Dance (Id found: 222948, Name found: Blade Dance, NameInGame found: Танец клинков, Know = False, IsSpellUsable = False) [D] 02:46:33 - [Spell] Death Sweep (Id found: 210155, Name found: Death Sweep, NameInGame found: Смертоносный взмах, Know = False, IsSpellUsable = False) [D] 02:46:33 - [Spell] Chaos Strike (Id found: 162794, Name found: Chaos Strike, NameInGame found: Удар Хаоса, Know = True, IsSpellUsable = False) [D] 02:46:33 - [Spell] Annihilation (Id found: 227518, Name found: Annihilation, NameInGame found: Аннигиляция, Know = False, IsSpellUsable = False) [D] 02:46:33 - [Spell] Demon's Bite (Id found: 162243, Name found: Demon's Bite, NameInGame found: Укус демона, Know = True, IsSpellUsable = True) [D] 02:46:33 - [Spell] Demon Blades (Id found: 232086, Name found: Demon Blades, NameInGame found: Демонические клинки, Know = False, IsSpellUsable = False) [D] 02:46:33 - [Spell] Throw Glaive (Id found: 204157, Name found: Throw Glaive, NameInGame found: Бросок боевого клинка, Know = True, IsSpellUsable = False) [D] 02:46:33 - [Spell] Consume Magic (Id found: 229714, Name found: Consume Magic, NameInGame found: Поглощение магии, Know = False, IsSpellUsable = False) 02:46:33 - [Quester] Started 02:46:33 - TEST START [D] 02:46:33 - [Quester] RunCode[1]: robotManager.Helpful.Logging.Write("CHECK #1"); [E] 02:46:34 - Compilator Error : warning CS1685: Заранее определенный тип "System.Runtime.CompilerServices.ExtensionAttribute" определен в нескольких сборках в глобальном псевдониме; используется определение из "c:\Windows\Microsoft.NET\Framework\v4.0.30319\mscorlib.dll" c:\Users\ssrazor\AppData\Local\Temp\soy0xtg0.0.cs(16,7) : error CS0246: Не удалось найти имя типа или пространства имен "kXcbyebizcmcroCVcuitHIyNafjyEqNQxtTwnLmp" (пропущена директива using или ссылка на сборку?) [D] 02:46:36 - [Quester] RunCode[2]: Logging.Write("CHECK #2"); 02:46:36 - [Quester] Stopped 02:46:37 - Session statistics: Elapsed time: 00h:00m:04s XP/HR: 0 - 0 min Kills: 0 (0/hr) Deaths: 0 (0/hr) Stucks: 0 (0/hr) Farms: 0 (0/hr) Loots: 0 (0/hr) Money/HR: 0 G 00 S 00 C (0 G 00 S 00 C) test.xml
  5. <OffMeshConnections> <OffMeshConnection> <Path> <Vector3 X="82.54731" Y="6328.554" Z="12.91586" /> <Vector3 X="81.07138" Y="6321.648" Z="12.33982" /> <Vector3 X="81.40395" Y="6316.572" Z="10.57484" /> <Vector3 X="72.69096" Y="6316.937" Z="8.352345" /> <Vector3 X="67.7528" Y="6311.971" Z="4.914262" /> <Vector3 X="64.84033" Y="6300.508" Z="-4.702368" /> <Vector3 X="63.3671" Y="6292.952" Z="-9.926853" /> <Vector3 X="62.11694" Y="6287.175" Z="-13.16042" /> <Vector3 X="59.60135" Y="6280.523" Z="-15.45998" /> </Path> <ContinentId>1220</ContinentId> <Name>Nar'thalas Academy (Inside)</Name> </OffMeshConnection> <OffMeshConnection> <Path> <Vector3 X="64.61892" Y="6280.565" Z="-15.28693" /> <Vector3 X="65.07072" Y="6290.283" Z="-10.97174" /> <Vector3 X="66.88626" Y="6304.091" Z="-0.872109" /> <Vector3 X="69.11488" Y="6311.245" Z="5.450499" /> <Vector3 X="72.61546" Y="6316.599" Z="8.33297" /> <Vector3 X="81.16038" Y="6317.677" Z="10.89087" /> <Vector3 X="80.67827" Y="6324.435" Z="13.5541" /> <Vector3 X="82.03206" Y="6330.474" Z="12.91695" /> </Path> <ContinentId>1220</ContinentId> <Name>Nar'thalas Academy (Outside)</Name> </OffMeshConnection> </OffMeshConnections>
  6. made some testing. you need to make two offmesh connection: INSIDE and OUTSIDE when meshes not connected. here example: Azsuna, Nar'thalas Academy in center. underground rooms. you can go inside and outside only thru broken pillar. first: i spend 30min to find break point. recorded path from inside to outside and run GoToTask.ToPosition to each point of path, everytime from outside. each vector one by one. after that i made offmesh connect inside. after that GoToTask.ToPosition from inside to outside didnt work. maded second offmesh connection to go from inside to outide. after that bot start navigating in academy successfully. thanks for great feature. now we can make navigation everywhere. but this take tons of time. i begging you to make option in dev tools to draw/trace path to find bad places
  7. InCity or IsSafe or InResting i cant find anything
  8. did you opened link for pathengine or unity explaining offmesh connection? place one point on stairs lead to water, and one point near stairs in water. this should work, but im not sure, navigator sometimes work odd in water
  9. whole idea is to add two points to connect non connected meshes, 1 point on mesh #1, 2 point on mesh #2, when navigator unable to find path. but problem here is locate bad point. main hedache is to find where pathfinder unable findpath. i think we should move to this coords and add offmesh connect [N] 15:26:34 - [Path-Finding] Partial result: Kalimdor - 4934,198;22,95623;808,3904 - 4927,946;20,01975;824,7886
  10. its possible to add to radar option to show meshes borders or maybe points where path breaks or interrupt ?
  11. quest still active on EU, you can check by yourself
  12. nope. dont work public override bool Pulse() { var startPosition = new Vector3(3247.771, 1683.865, 179.7584, "None"); var questId = 45072; if (!Quest.HasQuest(questId) || ObjectManager.Me.Position.DistanceTo(startPosition) > 50) { Logging.Write("no quest or too far, go to quest area"); GoToTask.ToPosition(startPosition); return true; } if (Lua.LuaDoString<bool>("return ExtraActionButton1:IsVisible();")) { Logging.Write("extra button click"); wManager.Wow.Helpers.Lua.LuaDoString("ExtraActionButton1:Click()"); Thread.Sleep(Others.Random(300, 600)); } //var barrel = ObjectManager.GetObjectWoWUnit().Where(u => u.IsValid && u.Entry == 115947 && u.CastingSpellId == 230877).FirstOrDefault(); var barrel = ObjectManager.GetObjectWoWUnit().FirstOrDefault(u => u.IsValid && u.Entry == 115947 && u.GetDescriptorStartAddress > 0 && wManager.Wow.Memory.WowMemory.Memory.ReadUInt32(u.GetDescriptorStartAddress + (uint)wManager.Wow.Patchables.Descriptors.UnitFields.DisplayID) == 230877); if (barrel == null) { Logging.Write("no barrel. wait"); return true; } while (!barrel.IsGoodInteractDistance) { Logging.Write("move barrel"); MovementManager.MoveTo(barrel); Thread.Sleep(1 * 1000); } Logging.Write("interact barrel"); Interact.InteractGameObject(barrel.GetBaseAddress); Thread.Sleep(3 * 1000); return true; } result: 00:18:03 - extra button click 00:18:03 - no barrel. wait 00:18:03 - no barrel. wait 00:18:03 - no barrel. wait 00:18:03 - no barrel. wait 00:18:04 - no barrel. wait 00:18:04 - no barrel. wait 00:18:04 - no barrel. wait 00:18:04 - no barrel. wait 00:18:05 - no barrel. wait 00:18:05 - no barrel. wait 00:18:05 - no barrel. wait 00:18:05 - no barrel. wait 00:18:05 - no barrel. wait 00:18:05 - no barrel. wait 00:18:05 - no barrel. wait 00:18:05 - no barrel. wait 00:18:05 - no barrel. wait 00:18:05 - no barrel. wait 00:18:06 - no barrel. wait 00:18:06 - no barrel. wait 00:18:06 - no barrel. wait
  13. ok. here some discovered information you can attach only one external .cs file (see below) path relative to WRobot\Profiles\Quester\ you cannot use code/classes/methods from Script in profile Steps (see test.xml). Only in Quests Editor: inside pulse, or full C# or conditions static constructor started before product start, this mean you can adjust currentSettings to avoid some strange behaviours. example: http://wrobot.eu/bugtracker/no-gather-skill-or-skinning-in-mass-battle-areas-r634/ WRONG camelot10\Libs\Tester.cs camelot10\Libs\Camper.cs WRONG camelot10\Libs\Tester.cs, camelot10\Libs\Camper.cs CORRECT camelot10\Libs\Tester.cs Constructor starts before product 17:18:22 - [TESTER] contstructor 17:18:23 - [Quester] Started
  14. i think offmesh connections help to connect some bad paths in meshes: example caves or Narthalas academy in Azsuna. requesting good tutorial how use it properly. thanks @Droidz
  15. 1. how i can put filename instead of code? 2. its possible to put multiple .cs in that node? to attach multiple .cs 3. path relative to "Quester" folder or script ?
  16. can you explain? didnt understand what to do
  17. trying to script quest http://www.wowhead.com/quest=45072/barrels-o-fun 3-5 barrels. one barrel have correct InteractSpellId lead to win. other barrels have bad InteractSpellId lead to lose. you must rclick (interact) with correct barrel. tryed everything with wrobot. all barrels same/equal for wrobot (except position).
  18. according to http://www.wowhead.com/spell=230877/correct-barrel-selected my suggestion about spell casted when interact with unit is correct im pretty sure Droidz can impelent it, he seems busy atm
  19. i dont know, tryed to decompile HB, but its obsfucated or my knowlegde too low. i thinks its a spelleffect used when you interact with unit. didnt found anything similar in wrobot WoWUnit, tryed everything whats return int/uint need Droidz help, last time im encountered something like that - was AreaTrigger implemented in HB, and Droidz added support to wrobot
  20. ObjectManager.Me.Rotation is get; set; you free to set it example
  21. necrobump?
  22. nope. its not working. summoning Driodz @Droidz i need to convert C# from HB public WoWUnit Barrel => ObjectManager.GetObjectsOfType<WoWUnit>().FirstOrDefault(u => u.IsValid && u.Entry == 115947 && u.InteractSpellId == 230877); to wrobot var barrel = ObjectManager.GetObjectWoWUnit().Where(u => u.IsValid && u.Entry == 115947 && u.CastingSpellId == 230877).FirstOrDefault(); this is not working. need more info
  23. here doc about WoWUnit.InteractSpellId http://docs.honorbuddy.com/html/2eaf5da1-b631-2fd7-26f0-9e135ee5bb12.htm is there anything similar for wrobot?
  24. Version 1.0.1

    1404 downloads

    You can choose any talents, i tryed to cover all spells. Based on http://www.icy-veins.com/wow/havoc-demon-hunter-pve-dps-rotation-cooldowns-abilities My profiles
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