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Ordush

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Everything posted by Ordush

  1. Once again Thanks a ton Camelot!
  2. We sorted this out using teamviewer, he was low level, so he had to disable abilities (through the in-game interface) that his hunter didn't know. I will soon come out with an update that does this automaticly and a lot more cool stuff will be in that update. :)
  3. It works for everyone else who is using it. Is your client English? Do you play TBC? What level are you? Do you have the newest version of WRobot? any other info you can give me? :)
  4. Hey all, i've been tinkering with importing settings into in-game lua variables. With the help of camelot10 I'm almost there getting everything to work. void FetchFromLua() { HuntersMark = Lua.LuaDoString<bool>("return HuntersMarkDisabled"); } This works great, as it changes my setting based on the in-game variable HuntersMarkDisabled. The problem is, when i want to send that data back to the game after a new session. I use. void PushToLua() { Lua.LuaDoString("HuntersMarkDisabled = " + HuntersMark); } Which should set the variable HuntersMarkDisabled to whatever HuntersMark was in C# before. Now, what happens is: This turns HuntersMarkDisabled into nil instead of true/false My guess is that, what it is doing is: It's looking for the lua Variable HuntersMark instead of C#. Any help would be appreciated! :) Edit: Here is all my code: [Serializable] public class HunterBeastmasterSettings : Settings { private bool _huntersmark = true; [Setting] [DefaultValue(true)] [Category("Combat Spells - Hunter Abilities")] [DisplayName("Hunter's Mark Disabled")] [Description("Is Hunter's Mark Disabled?")] public bool HuntersMark { get { return _huntersmark; } set { _huntersmark = value; } } private bool _steadyshot = true; [Setting] [DefaultValue(true)] [Category("Combat Spells - Hunter Abilities")] [DisplayName("Steady Shot")] [Description("Use Steady Shot")] public bool SteadyShot { get { return _steadyshot; } set { _steadyshot = value; } } private HunterBeastmasterSettings() { ConfigWinForm(new System.Drawing.Point(400, 400), "HunterBeastmaster " + Translate.Get("Settings")); } public static HunterBeastmasterSettings CurrentSetting { get; set; } public bool Save() { try { return Save(AdviserFilePathAndName("CustomClass-HunterBeastmaster", ObjectManager.Me.Name + "." + Usefuls.RealmName)); } catch (Exception e) { Logging.WriteError("HunterBeastmasterSettings > Save(): " + e); return false; } } public static bool Load() { try { if (File.Exists(AdviserFilePathAndName("CustomClass-HunterBeastmaster", ObjectManager.Me.Name + "." + Usefuls.RealmName))) { CurrentSetting = Load<HunterBeastmasterSettings>(AdviserFilePathAndName("CustomClass-HunterBeastmaster", ObjectManager.Me.Name + "." + Usefuls.RealmName)); CurrentSetting.PushToLua(); CurrentSetting.FetchFromLua(); return true; } CurrentSetting = new HunterBeastmasterSettings(); } catch (Exception e) { Logging.WriteError("HunterBeastmasterSettings > Load(): " + e); } return false; } void FetchFromLua() { HuntersMark = Lua.LuaDoString<bool>("return HuntersMarkDisabled"); } void PushToLua() { Lua.LuaDoString("HuntersMarkDisabled = " + HuntersMark); } }
  5. So yeah, another problem. The CurrentSetting.PushToLua(); Overwrites the settings and sets everything to what default is, because it loads the settings before it does FetchFromLua. I tried doing try { if (File.Exists(AdviserFilePathAndName("CustomClass-HunterBeastmaster", ObjectManager.Me.Name + "." + Usefuls.RealmName))) { CurrentSetting = Load<HunterBeastmasterSettings>(AdviserFilePathAndName("CustomClass-HunterBeastmaster", ObjectManager.Me.Name + "." + Usefuls.RealmName)); if (Updateloaded) { CurrentSetting.PushToLua(); } return true; } CurrentSetting = new HunterBeastmasterSettings(); } catch (Exception e) { Logging.WriteError("HunterBeastmasterSettings > Load(): " + e); } return false; So it would first push the lua after it had loaded the settings, but that did not work. apparently i can't make an if there. Any help would be appreciated.
  6. I just went into the shower, while there i think i figured it out. If i write the code you see above, and then start my fight class with a c# code (using the editor) And i in that code write the following: if (Updateloaded != true) { Updateloaded = true FetchFromLua(); } Then it should update my variables before displaying/using them for the rest of the fight class right? Meaning that would be how i load them form last session? :)
  7. My C# Knowledge level is almost non existent, which is why i've written my fightclass in lua. This is also why i was asking if anyone knew of a way to do this with lua. :) Edit: When it comes to C# I can read examples and modify them for my needs.
  8. I hit a roadblock here It does change the setting if i click settings based on what i set HuntersMarkDisabled to in-game, but in-game doesn't change based on what it's set to in the settings (So it saves to settings, but doesn't load from settings) [Serializable] public class HunterBeastmasterSettings : Settings { [Setting] [DefaultValue(true)] [Category("Combat Spells - Hunter Abilities")] [DisplayName("Hunter's Mark Disabled")] [Description("Is Hunter's Mark Disabled?")] public bool HuntersMark { get; set; } [Setting] [DefaultValue(true)] [Category("Combat Spells - Hunter Abilities")] [DisplayName("Steady Shot")] [Description("Is Hunter's Mark Disabled?")] public bool SteadyShot { get; set; } public static HunterBeastmasterSettings CurrentSetting { get; set; } private HunterBeastmasterSettings() { } public bool Save() { try { return Save(AdviserFilePathAndName("CustomClass-HunterBeastmaster", ObjectManager.Me.Name + "." + Usefuls.RealmName)); } catch (Exception e) { Logging.WriteError("HunterBeastmasterSettings > Save(): " + e); return false; } } public static bool Load() { try { if (File.Exists(AdviserFilePathAndName("CustomClass-HunterBeastmaster", ObjectManager.Me.Name + "." + Usefuls.RealmName))) { CurrentSetting = Load<HunterBeastmasterSettings>(AdviserFilePathAndName("CustomClass-HunterBeastmaster", ObjectManager.Me.Name + "." + Usefuls.RealmName)); } else { CurrentSetting = new HunterBeastmasterSettings { HuntersMark = false, SteadyShot = false, }; } CurrentSetting.PushToLua(); return true; } catch (Exception e) { Logging.WriteError("HunterBeastmasterSettings > Load(): " + e); } return false; } void PushToLua() { HuntersMark = Lua.LuaDoString<bool>("return HuntersMarkDisabled"); } void FetchFromLua() { Lua.LuaDoString("HuntersMarkDisabled = " + HuntersMark); } } I tried adding CurrentSetting.FetchFromLua(); to the "try" under load. Do i need to rewrite the load, like the save has been rewritten for it to work? :)
  9. Cheers! Makes sense!
  10. Thank you for giving me a straight answer! It's very appreciated. If i understand you right, i should be able to set lua vars using C#. I am obviously not very good at C#. I will give it a try looking through the code that people used to make settings (the links you lastly provided). And see if i can figure out how to use that to set lua vars. That was all i asked for mate. Thanks
  11. And i appreciate any help i can get, but i don't understand why you have to be rude about it? Yes it took you 5 minutes to get how to use C# for saving/loading data/params. What i asked was if/how i can use lua to do it. The reason i ask for lua is because i write my fightclasses in lua not C#. Without any reason at all you keep telling me how much i suck at using google etc. I am not being aggressive, quite the opposite, i am being defensive because you keep being rude to me instead of just telling me: "I don't know if you can do it in lua".
  12. What is wrong with you? There is NO reason at all to be rude at all... Being arrogant and rude has no place in a public debate area. Clearly i can't seem to get where you want me to go, you could just point me directly to where you want me to go instead of making rude gestures and posting links to a "how to use google" site. I am not being rude to you in any way. Your behavior is so weird... If anyone asks a question on this forum and i know the answer, i will answer the question, and i will point to where people can find the help they need if i know where. Edit: In short: Can you just tell me weather robotManager.Helpful.Settings Can work with lua or not? If you don't know, that is fair enough.
  13. And i allrdy did google it before you linked the "how to google" guide.. If you click your own link you will see there are 6 links, and none of them has any info on how to use robotManager.Helpful.Settings
  14. No reason to be rude. I always search every bit of the internet before i begin asking quetions. I will try see if i can figure it out. Thanks.
  15. Can i do that combined with Lua? if so, would you explain it to me? Cheers!
  16. Yeah the problem here is exactly that it's cleared. The reason i was using an addon instead was because i want it to save my variables between game sessions. When you close the game and wrobot, from what i understand Var.SetVar and Var.GetVar clears and then we're back to default, thereby losing the saved data?
  17. So i've tested this out, and ofc. it works fine it remembers the variables i set. The problem is that it does actions based on those variables which are blocked by blizzard. So the first thing that happens when i do anything using those variables i have saved in my ToC (SavedVariables) blizzard blocks my addon. Is there not any way to save lua variables without using SavedVariables in-game? Since addons are also checked for secure usage.
  18. I have uploaded a new file, please try it and let me know. :)
  19. Yeah i know that it's using "interact with" that is what starts the auto shoot, what i wanted was for it to turn that off, i am not sure as to what you mean by IsAutoRepeatAction, can you explain pretty please? :) Edit: I could make a solution by doing isMove false as a condition for the stopattack since it has to stand still to auto shoot anyway, that just looks wacky.
  20. I mean, if i don't use the bot (stop it or pause it) it will not auto attack The bot is actively starting attack if you have an unfriendly target. :) But i will try with /stopattack thanks. Although it is a bit weird to spam /stopattack to prevent it from attacking, should be the other way around. :P Edit: Yeah that is not working, it will stutter and not be able to move because it will be spamming /stopattack.
  21. Hey all Anyone ever found out how to turn OFF hunter auto attack? I have a function that stops the rotation All my abilities has if RotaOn then canCast = "true" else canCast = "false" end as a lua condition. Works fine, no spells are cast. Problem is: It is still casting auto shoot. If i target a mob it will begin auto shooting it. I have tried giving the same condition to many things like Auto Shoot Attack auto Shoot None of them works. It seems to me as if the auto attack happens b4 the fight class, as in if i make an empty fight class it will still auto shoot.
  22. It's built for level 70, but the minimum level at the moment is the level you need to be to have all the abilities that it uses available. IF you want to use it at lower level you would have to turn off some abilities, this can be done manually on the free version. And on the paid version it can be done in-game. As soon as i'm done with my current projects, i will work on making all my profiles 1-70. :)
  23. That does sound weird, do you have all the abilities that it uses? If not that might be what is causing it.
  24. Version 1.0.0

    427 downloads

    Nether Scale farmer It will grind nether dragons for Nether Scales.
  25. Version 1.0.0

    448 downloads

    Cobra Scale farmer It will grind Serpents for Cobra Scales.
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