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Bug Report Comments posted by reapler
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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.
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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:
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Thank you @Droidz
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@scripterx would you like to tell me if in the log is still a path generated in WG like this:
[N] 02:59:21 - [Path-Finding] FindPath from 1619,308 ; 264,3642 ; -58,90842 ; "None" to 1567,12 ; 266,345 ; -43,10271 ; "None" (Azeroth) [N] 02:59:21 - [Path-Finding] Path Count: 18 (97,26425y)
or you can post a log if you are unsure.
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ah ok i see, thanks anyway
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I can also confirm this bug but it's not the only one reason that trigger it for e.g. hearthstone:
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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
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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
PathFinder.Pather.FindZ(); NullReferenceException
in Bug Tracker
Posted
*Happens on 3.3.5a