Matenia
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Posts
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Matenia got a reaction from maukor for a bug report, Adding plugin code to "base" code
This is more of a question/request than a suggestion.
When I load my code inside a product, every bit of code in that product is available to the bot. So for example, I can have a class like this:
public class OffmeshHelper { public static void TakeDeepRunTram() { //code to enter portal, take tram and leave through other portal } } Then when I have offmeshes, I can add c#: ProductNameSpace.OffmeshHelper.TakeDeepRunTram().
This is perfect. I can properly use and test my code while running the bot but also keep my offmeshes clean and readable.
How can I achieve this from a plugin? I want to make my helper classes available to wRobot's offmeshes (or maybe even a Quester profile etc).
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Matenia got a reaction from TheSmokie for a bug report, Make CustomClass Thread public
Hey @Droidz,
I am working on my own product atm and need to pause the fightclass during regeneration, so that it doesn't interrupt eating/drinking.
I don't want to unload/reload custom class all the time. It's ineffective and for some developers probably would even create memory leakes because they do not dispose correctly.
I'd like to access this thread so I can sleep it manually.
For now, I think I will have to use reflection.
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Matenia got a reaction from spacecowboy 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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Matenia got a reaction from Marsbar for a bug report, NoMemoryEdit shortcut
Hey Droidz,
for my framework, I set focus and mouseover units to make casting on off targets more easily possible.
Can you add the option to still write mouseover guid via wRobot API? I think ObjectManager.Me.FocusGuid Setter still works just fine.
Or is there at least a check like Usefuls.CanWriteToMemory?
Then MAYBE I can think of a workaround. But currently it breaks some of my stuff.
For Mouseover via ObjectManager.Me.MouseoverGuid, if you want:
private static void SetMouseoverGuid(ulong guid) { switch (Usefuls.WowVersion) { case 5875: Memory.WowMemory.Memory.WriteUInt64((uint)Memory.WowMemory.Memory.MainModuleAddress + 0x74E2C8, guid); break; case 8606: Memory.WowMemory.Memory.WriteUInt64((uint)Memory.WowMemory.Memory.MainModuleAddress + 0x86E950, guid); break; case 12340: Memory.WowMemory.Memory.WriteUInt64( 0x00BD07A0, guid); break; default: throw new Exception("Wow version is not supported!"); } }
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Matenia got a reaction from TheSmokie for a bug report, PathFinder.ReportArea missing ContintentId parameter
hey @Droidz,
when my products starts up, I am trying to add road and water vectors.
This method is missing a parameter to tell the pathfinder which continentId to use:
athFinder.ReportArea(arathiRoad.Position.ToVector3(), arathiRoad.Radius, arathiRoad.AreaType, true); For water it is easy, I can just use blacklist like this:
wManagerSetting.AddBlackListZone(water.Position.ToVector3(), water.Radius, ContinentId.PVPZone04, water.AreaType, true); But please add a parameter so I don't have to blacklist anything and I can use pathfinder properly.
Thank you
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Matenia got a reaction from TheSmokie for a bug report, Lock Frame never unlocking on Win10
Hi Droidz,
I use Windows 8.1 when I use
Memory.WowMemory.LockFrame();
Memory.WowMemory.UnlockFrame();
in my fightclass it works just fine.
When I send the fightclass to my friends with Win10, it never unfreezes.
In one log, it showed one freeze taking 45 seconds. Can't reproduce it on my own machine, unfortunately.
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Matenia got a reaction from Bambo for a bug report, Deeprun Tram broken pathfinding
Pathing broken between the current position (right at the entrace of Stormwind for Deeprun Tram) and coords you can see in screenshot:
MovementManager.Go(PathFinder.FindPath(new Vector3(-18.46492, 2490.451, -4.296321)))
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Matenia got a reaction from TheSmokie for a bug report, Deeprun Tram broken pathfinding
Pathing broken between the current position (right at the entrace of Stormwind for Deeprun Tram) and coords you can see in screenshot:
MovementManager.Go(PathFinder.FindPath(new Vector3(-18.46492, 2490.451, -4.296321)))
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Matenia got a reaction from Marsbar for a bug report, Elevators (OffMeshConnection) all seem broken since latest update
Hey Droidz,
it seems wRobot falls off Elevators since the last update. Did you change anything about pathing/movement in general?
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Matenia got a reaction from antisnake for a bug report, Elevators (OffMeshConnection) all seem broken since latest update
Hey Droidz,
it seems wRobot falls off Elevators since the last update. Did you change anything about pathing/movement in general?
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Matenia got a reaction from Marsbar 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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Matenia got a reaction from BetterSister 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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Matenia got a reaction from BetterSister 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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Matenia reacted to zzz for a bug report, Pathing is completly broken
So, the pathfinder has recently gotten much much much worse and its not funny anymore. Droidz, you cannot just shrug it off anymore.
Not going to beat around the bush, the pathing sucks, it absolutely sucks right now, its unusable for AFK botting, anyone who dares to leave their character unwatched with the pathing right now will absolutely not survive players watching the bot.
Just look at this path for example, this is fucking ridiculous:
(Picture provided by <not-to-be-named-person> in Schaka's discord)
No one can call that pathing - especially when the bot cannot swim.
An example of your average day with the pathing:
Yesterday, my bot suddenly started taking huge detours in thunderbluff (this is AFTER the pathfinder crashed..)
This is what the paths looked like before: OK, it looks bottish since it already doesn't take the most direct path.. but fine, its not too long detour and it doesn't walk too often.
[N] 22:27:05 - [Path-Finding] FindPath from -1213,678 ; 93,96169 ; 133,7028 ; "None" to -1263,31 ; 44,5454 ; 127,545 ; "Flying" (Kalimdor) [N] 22:27:05 - [Path-Finding] Path Count: 7 (77,99333y, 0ms) But then this happened:
[N] 00:12:20 - [Path-Finding] FindPath from -1209,873 ; 98,67814 ; 134,6978 ; "None" to -1263,31 ; 44,5454 ; 127,545 ; "Flying" (Kalimdor) [N] 00:12:20 - [Path-Finding] Path Count: 10 (120,5144y, 0ms) Extra 43 yard detour, yeah.. It started walking trough the fucking only puddle in thunderbluff and getting stuck in it, I was lucky to catch it happening, it would have been guaranteed ban if not.
(^ this is from a bot that is running as a AH bot, so only walks between the mailbox and auctioneer, the paths never change. Or at least they shouldn't change.)
This is just beginning, let me post few links from the front page of this bugtracker
(disclaimer one of them was mine, it's ignored - but I assume this is because you're fixing all the other wrobot related bugs..)
But yeah, all those posts from just the front page?! And more coming constantly, the different wrobot-related discords are getting multiple complaints about the pathing daily, this is not a long term business plan.
Would you please recognize this as a problem? People are really unhappy with the pathing, especially anyone trying to work with questers. "Create offmesh path" seems to be the de-facto answer for these issues, but in all honesty - the pathing should be fixed.
I'm not going to get into the remote pathing server at all, I hate all DRM's but its your decision to keep us out of it. We have multiple (cloud)system specialists in discord if you need help making it HA, we'll give you a hand.
But I do pray that you would show us some love, the pathing is horrible, and it needs to be fixed.
-Z
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Matenia got a reaction from eniac86 for a bug report, [Vanilla/TBC] Vendoring broken since last update
Hey @Droidz
did you change something about vendoring in vanilla/tbc lately?
ToTown state seems to constantly get aborted. People are reporting this as an issue to me, and I managed to reproduce it.
In the log, it says that it's going ToTown, but it never actually does. It just continues grinding. What could be causing this?
12:21:55 - [HumanMasterPlugin] Adding vendor Nizzik for next ToTown state! 12:21:56 - [HumanMasterPlugin] Choosing vendor Nizzik and repair Nizzik for ToTown state! 12:21:56 - [ToTown] Go to vendor Nizzik (Repair) 12:22:00 - [Fight] Player Attacked by Venture Co. Builder (lvl 21) 12:22:10 - [HumanMasterPlugin] Looting Venture Co. Builder 12:22:10 - [Regen] Started 12:22:12 - [Regen] Use drink Melon Juice 12:22:19 - [Regen] Finished 12:22:19 - [Fight] Player Attacked by Venture Co. Engineer (lvl 21) 12:22:33 - [HumanMasterPlugin] Looting Venture Co. Engineer 12:22:34 - [Fight] Player Attacked by Venture Co. Engineer (lvl 20) 12:22:45 - [Regen] Started 12:22:46 - [Regen] Use drink Melon Juice 12:23:00 - [Regen] Finished 12:24:37 - [Fight] Player Attack XT:4 (lvl 23) 12:24:54 - [HumanMasterPlugin] Looting Venture Co. Logger 12:24:54 - [HumanMasterPlugin] Enemy in the way, can't pull here - pulling Venture Co. Logger instead 12:24:55 - [HumanMasterPlugin] cancelling regen while in combat 12:24:55 - [Fight] Player Attacked by XT:4 (lvl 23) 12:25:09 - [Looting] Loot XT:4 12:25:12 - [Regen] Started 12:25:13 - [Regen] Use drink Melon Juice 12:25:27 - [Regen] Finished 12:26:20 - [Fight] Player attack before being attacked by Venture Co. Operator (lvl 20) 12:26:30 - [Fight] Player Attacked by Venture Co. Operator (lvl 19) 12:26:31 - [HumanMasterPlugin] Looting Venture Co. Operator 12:26:42 - [Looting] Loot Venture Co. Operator 12:27:11 - [Fight] Player Attacked by Venture Co. Deforester (lvl 20) 12:27:20 - [Looting] Loot Venture Co. Deforester 12:27:27 - [Fight] Player Attacked by Venture Co. Operator (lvl 19) 12:27:34 - [HumanMasterPlugin] Looting Venture Co. Operator 12:27:34 - [Regen] Started 12:27:35 - [Regen] Use drink Melon Juice 12:27:48 - [Regen] Finished 12:28:05 - [Looting] Loot Venture Co. Operator 12:28:20 - [HumanMasterPlugin] Looting Venture Co. Operator 12:29:43 - [Fight] Player Attacked by Venture Co. Deforester (lvl 19) 12:29:55 - [HumanMasterPlugin] Looting Venture Co. Deforester 12:30:02 - [Fight] Player Attacked by Venture Co. Logger (lvl 18) 12:30:10 - [Looting] Loot Venture Co. Logger
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Matenia got a reaction from y2krazy 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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Matenia got a reaction from BetterSister 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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Matenia got a reaction from BetterSister 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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Matenia got a reaction from BetterSister 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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Matenia got a reaction from BetterSister 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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Matenia reacted to Jasabi for a bug report, Allow us to override and SET new target in fightclasses
Hi,
currently its a big issue to switch targets correctly in wrobot with fightclasses, as wrobot always tries to switch back to the original target.
It would help a lot with development, if you could give us a way to override this or set a new target for the fightloop to use.
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Matenia reacted to d2therak for a bug report, Auction feature selling price does not work, stack size does not work, and partial stacks does not work
When I am setting up my auction bought the purchase portion works as intended but when I set up selling portion I have to set selling price to 1/40th of what I want to sell per item. IE if I want something to sell for 1g per I have to set it to 2.5 silver per. When I set it to sell a stack of 10 it creates the stack of 10 but then is unable to find the item in inventory. Also if I set sell partial stacks it does not work. I am on a TBC private server.
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Matenia reacted to Jalapan for a bug report, List of TBC bugs
Jalapan 0
WRobot user 35 posts
Posted 12 hours ago ·
Made a list of bugs ive encounterd on the tbc and vanilla bot while making fightclasses
- Bot attacks blacklisted mobs
- Wand problems
- Globalcooldown not working, casters stops use spells at all even with condition fasle and true
- Petattack() not working
- Conditions not followed, eg drainsoul for warlock set to use under 10% of mob health percent but its still used above 10% uptill 90%
- Melee attacks from casters
- Target not in range spam even tho bot is paused also not using spells even tho target is in spellrange.
- "Dead time" between spells, sometimes for upto 10seconds even tho full mana and full hp
- Bot sometimes ignore mobs and tries to pull one that is far away when its already aggroed other mobs wich results in death.
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Matenia reacted to Arcangelo for a bug report, The keyring is not included in the "bag"
Im cleaning up my profiles at the moment.
And now on several quests like -
http://db.vanillagaming.org/?quest=1026
You need to gather a key, that the bot put in your keyring instead of your bag, before you can open something (and get the object complete)
But the but dosent check for the key - used this code:
return wManager.Wow.Helpers.ItemsManager.GetItemCountByIdLUA(5475) == 1;
But the itemmanager dosent see the stuff in the keyring
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Matenia reacted to Seminko for a bug report, Fishing bot - Bobber click delay
There is an option to delay the recast which is great but it still looks like a bot because it "clicks" the bobber REALLY quickly after bite.
It would be great if you could add an user set delay for the bobber click. Sth like click the bobber in 250ms after bite.
And since we're talking delays it is always better to be able to set the min and max delay so that is randomized. --> Click the bobber in 100ms - 350ms after bite.