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Posts
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Reputation Activity
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BetterSister reacted to Matenia for a bug report, [Pathing] Don't prioritize roads when dead
This is more of a feature request to save time.
Currently, when you are dead, wRobot still prioritizes roads when using pathfinding. It should just use the rgular path, ignoring roads.
This would help save time a lot when running back to corpse.
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BetterSister reacted to Matenia for a bug report, [Vanilla] Bag.GetBagItem() returns wrong GetItemInfo.ItemLevel
Hey Droidz,
when using the above API, instead of returning the item level of the actual item, it returns "ItemMinLevel". It works correctly for EquippedItems.GetEquippedItems().
Even items without ItemLevel (for example, Neophyte's Pants) are returned correctly (item level 2). But nothing in the bags is.
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BetterSister reacted to Puffmutti for a bug report, STOP RUNNING PATHFINDER ON A SECOND SERVER AND ADD THE FUCKING PATHFINDER TO THE BOT !!!
THis is disgusting.
We are paying monthly for a bot and get this issue over and over again every fucking week .
Accounts gets always banned because of this and druidz doesnt even care!
Will be nice if droidz start taking care about customers accounts and finally add the fucking pathing system to the bot .
With this system its only causing problems over and over and over again!!!
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BetterSister reacted to Ordush for a bug report, Profile Settings (Select more than 1 step with shift)
Hey Droidz
Could you make it so you can select more than one step at a time?
Perhaps holding shift?
It's quite anoying when you do new profiles and want to disable a lot of steps to test. That you have to disable 1 step at a time.
Cheers!
-Ordush
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BetterSister reacted to Matenia for a bug report, Add mapId (ContinentId) to Vector3
Hey @Droidz,
would it be possible for you to add ContinentId as a parameter to Vector3? This is important, because I want to implement cross-continent pathing.
I already have non-cross continent pathing with transports working now. However, without continent id, I cannot implement this.
Default (if null) can always be current continent. But if profiles can add a continent id in XML (or C#), I can intercept MovementEvents and implement my own pathing until I resume normal path.
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BetterSister reacted to Matenia for a bug report, [Vanilla] Deeprun Tram not updating correctly in ObjectManager
I noticed this while trying to make the bot take the tram (Object - Subway).
The ObjectManager does NOT recognize that the tram is there, even if I am right next to it.
It does not show on the 3D radar. Below are memory infos dumped all with the tram right next to me (the far away tram from the portal).
These are the coordinates it should show at:
Vector3 f_tram_stopped_stormwind = new Vector3(-45.4f, 2492.79f, 6.9f);
Get all objects information - 21.07.17 1212 0712in.html
Get all objects information - 21.18.17 1212 1812in.html
Get all objects information - 21.19.17 1212 1912in.html
Get all objects information - 21.23.17 1212 2312in.html
Get all objects information - 21.24.17 1212 2412in.html
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BetterSister reacted to Matenia for a bug report, [Vanilla] EquippedItems.GetEquippedItem(WoWInventorySlot.Waist) broken
The above function is broken for ANY inventory slot, currently. It never returns anything (tested on vanilla only).
Workaround like this is possible but not great:
EquippedItems.GetEquippedItems().All(i => i.GetItemInfo.ItemEquipLoc != "INVTYPE_2HWEAPON")
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BetterSister reacted to Matenia for a bug report, Polymorphed target is wrongfully blacklisted
Hey Droidz,
I have a problem with polymorphed targets getting wrongfully blacklisted. When I fight my main target, then polymorph a second target and the first one dies:
- it never attacks polymorph
- when polymorph breaks, it recognizes "IsAttacked" state but never attacks back (my fightclass works if (Fight.InFight || Conditions.IsAttackedAndCannotIgnore) && ObjectManager.Target.IsAttackable))
I use custom code to attack the polied target and start a fight, but it seems to not work:
if(!Fight.InFight && !Me.InCombat && !_IsMoving) { WoWUnit polyTarget = ObjectManager.GetObjectWoWUnit().Where(u => u.IsValid && u.HaveDebuff("Polymorph") && u.GetDistance < 15 && u.IsAttackable).FirstOrDefault(); if (polyTarget != null) { Logging.WriteDebug("Found polied target " + polyTarget.Name + " attacking!"); if (wManagerSetting.IsBlackListed(polyTarget.Guid)) { wManagerSetting.RemoveBlackList(polyTarget.Guid); } if (CombatUtil.CanWand()) { CombatUtil.CastSpell(Shoot, polyTarget); } else { CombatUtil.CastSpell(Frostbolt, polyTarget); } Fight.StartFight(polyTarget.Guid); } } Same problem on vanilla and TBC - any ideas?
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BetterSister got a reaction from monticus for a bug report, Configurable automatic blacklisting time
It would be great addition for developers if we could tell for how long the bot will blacklist nodes/monsters/ other objects if it fails reaching them for some reason
Currently Nodes during gather quest are blacklisted for 60 secs. This is too long for some quests especially on Legion area
Also currently monsters are permanently(?) blacklisted untill they respawn. Due to ingame events this will cause huge problems with killing quest monters due to blacklisting
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BetterSister got a reaction from Runaro for a bug report, Configurable automatic blacklisting time
It would be great addition for developers if we could tell for how long the bot will blacklist nodes/monsters/ other objects if it fails reaching them for some reason
Currently Nodes during gather quest are blacklisted for 60 secs. This is too long for some quests especially on Legion area
Also currently monsters are permanently(?) blacklisted untill they respawn. Due to ingame events this will cause huge problems with killing quest monters due to blacklisting
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BetterSister got a reaction from Droidz for a bug report, Configurable automatic blacklisting time
It would be great addition for developers if we could tell for how long the bot will blacklist nodes/monsters/ other objects if it fails reaching them for some reason
Currently Nodes during gather quest are blacklisted for 60 secs. This is too long for some quests especially on Legion area
Also currently monsters are permanently(?) blacklisted untill they respawn. Due to ingame events this will cause huge problems with killing quest monters due to blacklisting
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BetterSister got a reaction from Droidz for a bug report, 5 objectives not enough
10 should do the trick
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BetterSister reacted to ZenLulz for a bug report, Tracking by npc name seems to be broken
Dear Community,
It seems the tracker has an issue with the feature By npc name. You can reproduce the issue with the new npc for Legion for example (but not limited to):
The npc name is properly inserted in the right box, nevertheless nothing is appearing on the minimap (should be in front of my char).
Cheers
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BetterSister got a reaction from Droidz for a bug report, [Party] bots attack closest target over tanks target
Bots will attack the closest target over tanks target causing huge problems when trying to force killing priority and CCing.
Priority when looking for new target should be:
Tank > Lowest health > Closest
Relevant settings used:
Attack before being attacked: ON
Search Radius: 300
Can attack units already in fight: ON
Start fighting with Elite: On
Helping Group Members: On
Use LUA to move: ON
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BetterSister got a reaction from Droidz for a bug report, Target search setting ignoring target height
Currently when you're going in a place that has monsters in your level of height and monsters way higher at height than you bot will try to attack everyone no matter how high the monster is.
How it should be is do not try to attack monsters that are over 5 yd higher than you
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BetterSister reacted to Runaro for a bug report, Blacklist zone
Dear Droidz,
i've just heard from BetterSister, that the "blacklist zone" function isn't something which can be used to avoid a specific area, it's just for ignoring all units inside the blacklisted zone.
Wouldn't it be better, if the "blacklist zone" function would be for avoiding the whole area, so the bot won't be able to generate a path thru it and gonna generate a path around it?
This is how it currently is:
How it should be:
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BetterSister reacted to Runaro for a bug report, Dungeon Editor
Hey, since i use the bot i'm really missing a decent profile editor for more "complex" profiles, like dungeons.
Here's a example for a dungeon editor and it's really not that hard to realize, you have to admit that.
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BetterSister reacted to Droidz for a bug report, Add Events in WRobot code
Add Events and cancelable Events in WRobot code to give more opportunity to the plugin (to hook existing WRobot method).
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BetterSister reacted to dida1990 for a bug report, [Gatherer Bug] Not landing on veins
When you are on your flying mount the Bot sometimes does not land on the mining vein and gliding a bit downhill, tries to farm there and says it is (obviously) to far away. Afterwards the vein is on the blacklist for a while.
I'm loosing a good 10-20% ores due to this.
It says farming succesful in my attached log (7:47) but it was not succesful
Can you do something about this or should I fly higher? :D
If you want my farming-routine, just pm me, I am testing it out atm.
Greetings
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BetterSister got a reaction from Droidz for a bug report, (Auction) doesn't detect mails if mailbox already open
It doesn't close mailbox after finishing steps and then it doesn't realize that the mailbox is already open and there is mails to be taken
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BetterSister got a reaction from Droidz for a bug report, [MOP+others(?)] Partymode ignores helping leader if leader pet has aggro
while playing on mop me and my friend noticed that while "multiboxing" 5 hunters and 4 of them is using Party product and leader's pet attacks mob first then Party bots won't help the leader.
This issue may be there on all WoW versions
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BetterSister got a reaction from chapperz for a bug report, Profile version and new version notify system implementation
It'd be really useful if bot would check for updates everytime a profile is loaded and then notify the user with download link. This would ofcourse require changes in profiles too
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BetterSister got a reaction from Droidz for a bug report, Bot died while player nearby and paused, won't unpause
if it continues then it takes way too long
issue is after it pauses it dies and even after automatic release after 5 minutes it stays as paused
[F] 12:27:04 - [Spell] Cast Crusader Strike (Crusader Strike)
12:27:04 - [Security] Player Nearby(*PlayerName* since 134 sec (total time near since bot started)), pause bot
[D] 12:27:04 - [Fight] Fight stopped
12:27:05 - [Pause] started
12:41:04 - [Pause] Stoped //unpaused manually
12:41:05 - [Resurrect] Player dead
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BetterSister got a reaction from Droidz for a bug report, 3.3.5a Security pause bot if player nearby pauses in combat causing security risk
Problem is that player comes near and it pauses while in combat with god knows how many mobs causing guaranteed death and most likely banhammer soon.
Bot should NEVER pause before getting out of combat and finishing looting or it looks really botlike
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BetterSister reacted to Brian for a bug report, Attacked before attacking bug
Via this thread, just making an official report.