Everything posted by Marsbar
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[Resolved] Pause if player nearby ONLY AFTER regen finishes
No i mean not using the setting at all and just setting the bot to be in a paused state while a player is near (unless in combat or regenerating)
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[Resolved] Pause if player nearby ONLY AFTER regen finishes
Probably because you could quite easily write it in a plugin and not use the setting
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Demon / Affliction lock 1-60 by Eeny
I think <spellname>.IsSpellUsable can be used as a condition if not you could always add ObjectManager.Target.IsAttackable
- 90 comments
- 10 reviews
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Game always kinda Reload Ui
It's because you're running addons, the memory gets too high and wrobot does a reload to clear up some memory.
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[SOLVED] Move after Frost Nova - is it really that hard?
No, that's why you were getting the stuttering. It was trying to go back to doing what it was and then hitting the condition again (i think). We're adding extra behavior to the onfightloop. In regards to moving to a "safe" position, it may not be as hard as we think. We need to change the direction of the vector if a mob is too close to the end position. If you look at the code you can see that the xvector and yvector are our position xy minus the target xy. This ends up giving us the x and y distance we move in the x and y directions. Example (ignoring z axis): Our target is at position x:55,y:45 We are at position x:48,y:44 Our x position minus the target x position = our x vector == 48 - 55 = -7 Our y position minus the target y position = our y vector == 44 - 45 = -1 What we could do is then add or subtract to that vector if an enemy is too close to our target pos, which would change the direction from the Me pos. (I'm at work again so cant play with it but it's actually quite interesting because I'm starting to get how this works lol)
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[SOLVED] Move after Frost Nova - is it really that hard?
Try adding FightEvents.OnFightLoop += (unit, cancelable) => { if (ObjectManager.Target.GetDistance < 8) { var xvector = (ObjectManager.Me.Position.X) - (ObjectManager.Target.Position.X); var yvector = (ObjectManager.Me.Position.Y) - (ObjectManager.Target.Position.Y); Vector3 newpos = new Vector3() { X = ObjectManager.Me.Position.X + (float)((xvector * (20 / ObjectManager.Target.GetDistance) - xvector)), Y = ObjectManager.Me.Position.Y + (float)((yvector * (20 / ObjectManager.Target.GetDistance) - yvector)), Z = ObjectManager.Me.Position.Z }; MovementManager.Go(PathFinder.FindPath(newpos), false); Thread.Sleep(1500); } }; edit: the thread.sleep is a bit of a workaround to stop whatever else is interfering you may also want to increase that if distance to higher than 8
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[SOLVED] Move after Frost Nova - is it really that hard?
You can run any c# code in the dev tools; Tools>Development Tools>Paste your code in the window>Press c# button. I'll try adding it to a fight class and see if i get better results.
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[SOLVED] Move after Frost Nova - is it really that hard?
Can you try targetting something (can be a friendly), running wrotation and running my code in the dev tools? Edit: I'm also in vanilla and it works running in dev tools, havent tried it in a fight class yet
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[SOLVED] Move after Frost Nova - is it really that hard?
This took me a while, I had the help of my GF who did mathy things in school (unlike me) to be my human calculator; var xvector = (ObjectManager.Me.Position.X) - (ObjectManager.Target.Position.X); var yvector = (ObjectManager.Me.Position.Y) - (ObjectManager.Target.Position.Y); Vector3 newpos = new Vector3() { X = ObjectManager.Me.Position.X + (float)((xvector * (20 / ObjectManager.Target.GetDistance)-xvector)), Y = ObjectManager.Me.Position.Y + (float)((yvector * (20 / ObjectManager.Target.GetDistance)-yvector)), Z = ObjectManager.Me.Position.Z }; MovementManager.Go(PathFinder.FindPath(newpos), false); Currently this runs ~20 yards back away from the target using the pathfinder, you can change the 20 to be what you want and also add it to the onfightloop with an if condition. Let me know how it goes!
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[SOLVED] Move after Frost Nova - is it really that hard?
Ignoring the Helpers.Move for a second, could you not do something like; MovementManager.Go(PathFinder.FindPath("Vector3 of the place you want to go"), false); Bear in mind, you'll need to do some math to find the vector3 that is like 20yards behind where your char is currently facing.
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[SOLVED] Move after Frost Nova - is it really that hard?
I'd be surprised if it doesn't error; BuffRotation(); CheckConjureWaterRank(); CheckConjureFoodRank(); These functions don't exist, also you left out using wManager.Events; again :P
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[SOLVED] Move after Frost Nova - is it really that hard?
Sadly at work right now so I can't test anything, sorry.
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[SOLVED] Move after Frost Nova - is it really that hard?
I believe that is because they're static. A lot of these types of errors can easily be highlighted by a better editor that references the wrobot dlls. Visual studio community edition is free (although quite a heavy editor) and there are some others, its all based on preference.
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[SOLVED] Move after Frost Nova - is it really that hard?
Ahh... using wManager.Events;
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[SOLVED] Move after Frost Nova - is it really that hard?
Using Visual studio? Ctrl+K Ctrl+D, formats your code, i was really confused, thought you were doing the events in the ShowConfiguration(). also would you not do? MovementEvents.OnMoveToPulse += delegate { MovementEvents_OnMoveToPulse; }; MovementEvents.OnMovementPulse += delegate { MovementEvents_OnMovementPulse; };
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Demon / Affliction lock 1-60 by Eeny
Looking good so far! I'm also doing a c# WL fightclass atm - i recommend adding this; The Drain soul talent will keep needs for regen low. At the moment yours will not cast it if the soul shard count is 3 or higher when you optimally always want to cast drain soul and then remove the unneeded soul shards.
- 90 comments
- 10 reviews
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Imp autocast firebolt problem
I believe RunMacroText is disabled in vanilla.
- Bag.GetBagItem()
- Bag.GetBagItem()
- Bag.GetBagItem()
- Accept Quest
- Accept Quest
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rotation and movement
Move.Forward(Move.MoveAction.PressKey, 2000); Move.StrafeLeft(Move.MoveAction.PressKey, 2000); something like that
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Resurrecting bugged? (elysium)
The attached may work, untested plugin. RezzRange.cs I get this issue sometimes too but its very rare, never really bothered about thinking of a way to fix it before now.
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rotation and movement
You can add movement in your fightclass. I think it would likely need to be a c# fightclass but there is a movement manager in wRobot. Some people here have incorporated kiting into their fightclasses.