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reapler

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Bug Report Comments posted by reapler

  1. I belive "public static void CGPlayer_C__ClickToMove(float x, float y, float z, ulong guid, int action, float precision)" is used wrong, if you have ClickToMoveType.Face as action.

    I've made a method to set rotation based on position:

        public void Face(Vector3 to)
        {
            var me = wManager.Wow.ObjectManager.ObjectManager.Me;
            ClickToMove.CGPlayer_C__ClickToMove(0, 0, 0, me.Guid, 2, (float)System.Math.Atan2(to.Y - me.Position.Y, to.X - me.Position.X));
        }

    So this means precision would change to rotation.

    This worked for me flawless on 3.3.5a. I think the behavior is almost the same for other clients.

  2. On 19.7.2017 at 3:02 PM, Floood0 said:

    yes, but there is no function to avoid higth level, also this plugin work only on traveling.

    If i'm done with other projects (it could take a while), i'll look into it :)

    I think settings gui is already done:

    gui1.JPG.86337cdee238a3c1c90fb353b3c028ec.JPGgui2.JPG.8e7d9536b836408bd8eeaa471dc7e126.JPG

  3. Hello, i looked abit in CE and got a few offsets for 3.3.5a which works on right & left click:

            public static Vector3 GetCursorPosition()
            {
                try
                {
                    int address = Memory.WowMemory.Memory.ReadInt32((uint)Memory.WowMemory.Memory.ReadInt32((uint)GetWoWBase() + 0x007743A0) + 0x2B0);
                    float _X = Memory.WowMemory.Memory.ReadFloat((uint)address + 0x3C);
                    float _Y = Memory.WowMemory.Memory.ReadFloat((uint)address + 0x40);
                    float _Z = Memory.WowMemory.Memory.ReadFloat((uint)address + 0x44);
                    return new Vector3(_X, _Y, _Z);
                }
                catch (Exception ex)
                {
                    Logging.WriteError("Error: " + ex, true);
                    return new Vector3(0.0f, 0.0f, 0.0f);
                }
            }

    I hope it can take off abit work.

     

    Best regards

  4. An alternative would be to use wManager.Wow.ObjectManager.ObjectManager.Me.Rotation. But it's also not that what it should do while moving.

    for e.g:

    The player face to the angle but movement doesn't get updated that result in that the character is still moving to the same direction before the rotation was set:

    - movement direction is the same

    - only facing is changed 

    It looks abit strange while moving :)

    I've read that a movementflag can be changed to correct this wrong behavior but i'm not sure.

     

    Best regards

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