
Ordush
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Everything posted by Ordush
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Hey all Does anyone know if it's possible to use the hitbox when using Vector3? I use this to backtrack from mobs, but if the mob has a big hitbox, it'll cause problems. Because Target Position does not include the mobs hitbox? var tar = ObjectManager.Target; Vector3 newPos = new Vector3(tar.Position.X + posX, tar.Position.Y + posY, tar.Position.Z); The code below gives the distance between me and target hitbox. ObjectManager.Target.GetDistance - ObjectManager.Target.CombatReach - ObjectManager.Me.CombatReach I also use the Vector3 to check TraceLine, but this also doesn't check far enough on mobs with big hitboxes. (!TraceLine.TraceLineGo(ObjectManager.Target.Position, newPos)) Hope any of this made any sense, otherwise please ask. :) I'd love to get help on this! public static double PosX(int angle) { return 0 + 18 * System.Math.Cos(angle * System.Math.PI / 180); } public static double PosY(int angle) { return 0 + 18 * System.Math.Sin(angle * System.Math.PI / 180); } The number "18" is the range between the vector and the mob. it has to be 18 in order to be 8 yards from a mob with a big hitbox (Raptors in Un'Guru, is an example). I could make a variable that changed number based on target hitbox size, but i don't know how to get that either. :P
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Can you Screen Shot that it says warden ban? I just got a char banned there, and it says "botting" not "warden ban". So if you were 'detected' could it be some other third party software you have on?
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I am personally using HumanMaster Plugin for Ammo. Unfortunately there is no fix for that, since in Vanilla -> Wotlk you can't tell if a bag is a bag or a quiver. (That's what Droidz states). However, you can just set the sell amount to the amount of slots in your quiver. So if you have a 16 slot quiver, then you set sell if 16 slots or less is empty. :)
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My fc does not handle running away from mobs, but it does use FD if it has a pet, and it has aggro. HumanMaster does not use FD on running away (it's not specifically made for hunter) Would be a nice addition though, but it would require for the bot to know when it's in a "safe spot" where he could tell it to use FD. I'm sure if anyone could figure this out it woudl be Matenia. :)
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@Matenia Hey mate been using this for ages now, i always recommend my buyers to use this. :) I have leveled quite a few hunters now. Here are some issues you might want to look into. :) - Updating food/water table every 5 15 25 35 45 levels instead of 10 20 30 40 50 - Add Crossbow to check ammo equipped (currently it only equips ammo if bow/gun is equipped) - Blacklist Skinning Knife as a weapon (This is only anoying untill you have replaced the starter weapon). Suggestions: - Add option to buy a certain foodtype (Fruit as an example).
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Not possible to Drink and Eat in BGs?
Ordush replied to John85's topic in WRobot for Wow Vanilla - Help and support
You can ask whoever made your fightclass to add drinking into the rotation, or do it yourself if you have the knowhow. :) Then it will work no matter what product you are using. :) -
[PAID] [PVE] [RAID] Restoration - Druid - TBC(2.4.3) by Ordush
Ordush commented on Ordush's file in Fight Classes - TBC
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[PAID] [PVE] [RAID] Restoration - Druid - TBC(2.4.3) by Ordush
Ordush commented on Ordush's file in Fight Classes - TBC
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- 166 comments
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Hey! LuaUtils.wrDebug("I am using Auto Shot:" + AutoShootActive()); LuaUtils.wrDebug("I am using Auto Shot(Lua):" + Lua.LuaDoString<bool>("return IsAutoRepeatAction(" + (SpellManager.GetSpellSlotId(SpellListManager.SpellIdByName("Auto Shot")) + 1) + ")")); I've tried printing (wrDebug prints in-game) the checking of Auto Shoot, both with reading from memory private readonly uint _wowBase = (uint)Memory.WowMemory.Memory.GetProcess().MainModule.BaseAddress; return Memory.WowMemory.Memory.ReadInt32(_wowBase + 0x7E0BA0) > 0; and as you can see above with Lua, with Auto Shot on action bar. The Lua code, always prints True when auto shoot is active, where sometimes reading from memory prints false (even though it's using auto shot. This causes a lot of flickering with auto shot. Is this a bug or? If it's not a bug, is there any other way i can read if Auto Shot is active, without having the ability on the action bar?
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No, read what the very first line says "if UnitExists("pet")" This is why it does not work. Because on Kronos3 you don't call pet to spawn the body (making Unit Exist). That line there, besides the feed pet part, is basicly how my code for revive pet is written. :) If that macro you are writing there does work on Kronos3, then the issue is not with my fightclass, but something else. :)
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My guess is that you are on Kronos3 which is scripted really bad. On retail and on all other private servers (using mango, as WRobot is based on), you call pet first, then you revive it. But on Kronos3, you revive pet. On Kronos3 there is no way to tell if pet is just missing or dead. I am unsure on how to tell the bot the difference.
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C# Combat Range - Change through settings?
Ordush replied to Ordush's topic in Developers assistance
Well, yes it does. But since it's read-only i can only set it once. I wanted to change Range based on conditions. :) Edit: LoL.Brainfart.. nevermind.. how did i not see the "return" rofl.. Works fine. :) -
Hey all I set the combat range in the top of my C# With the code @Droidz has provided. public float Range { get { return CombatRange; } } It seems that, it doesn't work if i don't set it as read-only (get). I want to be able to change the range from fightclass settings, does anyone know how to get this to work? :) Added this here, since it's more a all around thing, than vanilla only. :)
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Alright, so this is a server thing, too bad. Will just have to make a safe "9 yard distance". :) I have also written on the same subject a thread. I qouted you in it. If you get the time, will you look at it? Thanks a ton for helping with all this mate! <3
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@Droidz I thought it would be better to necro this thread, than making a new one Is there a way to check if there is any viable spots available? Instead of using backtrack I have tried using the pathfinder with 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 * (25 / ObjectManager.Target.GetDistance) - xvector)), Y = ObjectManager.Me.Position.Y + (float)((yvector * (25 / ObjectManager.Target.GetDistance) - yvector)), Z = ObjectManager.Me.Position.Z }; MovementManager.Go(PathFinder.FindPath(newpos), false); Thread.Sleep(1700); This is ofc. in a loop. Now this will move my char 8-9 yards from the target walking in a straight line backwards using the pathfinder. However the issue remains the same, that if i hit a wall it will keep going. Here i can use your code written above to stop moving. Instead of this, is there a way that i can, using the pathfinder: Find a place where there is 9 yards free from the target instead?