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eniac86

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Everything posted by eniac86

  1. @Droidz bump. also please read the thread more carefully:
  2. So you are gonna fix this ? thanks so much <3 Hunters are really good farmers but that ammo pouch bug is really annoying
  3. It seems that the 'range' calculator for Vanilla is off by a few yards. If i tell the bot to walk away from mobs if they are less than 8 yards range from me (to be able to use ranged abilities as hunter), the bot does not walk far enough away (it walks less then 8 yards away). If i set it to 12 yards instead of 8, then it will walk far enough away for the mob to be more then 8 yards range from me) This works totally fine in TBC, but not in Vanilla. I don't see that anywhere in my settings, but i tried turning off Calculate interact/combat distance by target size. Did not help anything. :( Edit: It looks like the target size calculator is what is not working. Edited January 5 by Ordush Quote Report reply Ordush 13 Posted January 6 @Droidz It should be very easy to reproduce, because i am using the code you supplied in another thread. :) Quote Report reply Ordush 13 Posted January 8 (edited) Please @Droidz read this, and see my screenshot. The code to print ObjectManager.Target.GetDistance i use is here: public static void wrPrint(float message) { { Lua.LuaDoString("DEFAULT_CHAT_FRAME:AddMessage('" + message.ToString() + "')"); } } Then you can just put wrPrint(ObjectManager.Target.GetDistance); Into a while loop or into wManager.Events.FightEvents.OnFightLoop += (unit, cancelable) => { }; if you only wanna spam your chat when actually shooting a mob or dummy. I need to be 13.3 yards away from the target, for it to be in range with a 8 yard spell (any ranged hunter attack). So when i am actually 8 yards away from the target, ObjectManager.Target.GetDistance thinks i'm 13.3 yards away. This is both with and without Calculate interact/combat distance by target size in general advanced settings. wrPrint("DistanceGood:" + _AutoShot.IsDistanceGood); This prints false under what ObjectManager.Target.GetDistance claims is 5 yards, above 5 yards it prints true. But in vanilla Auto Shot distance is not 5 Yards, it's 8 Yards. If you want to compare you IsDistanceGood with in-game "Is Distance Good" checker then you can do /run DEFAULT_CHAT_FRAME:AddMessage(IsActionInRange(1)) then put whatever spell you wanna check against on action bar slot 1. Like Auto Shot Edited January 8 by Ordush Quote Report reply Coleman 1 Posted January 8 Are you walking away by doing the "button press" logic that move during combat plugin does? I had problems with that and the refresh rate of the calculation of target distance before. Quote Report reply Ordush 13 Posted January 9 (edited) wManager.Events.FightEvents.OnFightLoop += (unit, cancelable) => { var unitsAffectingMyCombat = ObjectManager.GetUnitAttackPlayer(); var unitsAttackMe = unitsAffectingMyCombat.Where(u => u != null && u.IsValid && u.IsTargetingMe).ToList(); LuaUtils.wrPrint("GetDistance:" +ObjectManager.Target.GetDistance); LuaUtils.wrPrint("DistanceGood:" + _AutoShot.IsDistanceGood); if (ObjectManager.Target.IsAttackable && unit.IsValid && !ObjectManager.Me.IsCast && ObjectManager.Target.GetDistance < 8 && !ObjectManager.Target.IsTargetingMe && !ObjectManager.Target.GetMove && unitsAttackMe.Count <= 0) { Move.Backward(Move.MoveAction.PressKey, 3000); } }; However, it's not so much the refresh rate of the distance calculation, because as you can see in my screenshot, i am standing completely still at 7yard range from the mob, and WRobot thinks i'm 9 yards away. Edit: When a mob is melee hitting me WRobot thinks it's 3 yards away. Edited January 9 by Ordush Quote Report reply Coleman 1 Posted January 10 I tried this code out, while useful, it seems to only "tap" the back button, I did reproduce the range calculation being off though... Quote Report reply Ordush 13 Posted January 10 It works fine in the way that i am using it. In my TBC profile, this works perfectly, no bugs etc. The issue here is the range being off, which is what i started saying. :) I think i've produced enough evidence. :) Also, the range needed for ranged attacks is set to 5 yards. in vanilla it's not 5 yards it's 8 yards. :) Quote Report reply Ordush 13 Posted January 10 @Droidz Pretty please look into this <3 Quote Report reply Ordush 13 Posted January 14 Still no word? @Droidz Quote Report reply Droidz 1883 Posted January 18 Try var dist = ObjectManager.Target.GetDistance - ObjectManager.Target.CombatReach; Quote Report reply Ordush 13 Posted January 27 @Droidz Sorry bout the late answer, i was hospitalized. This prints 11,3342 as range, when it's 8 yard range. So not better. =/ Quote Report reply eniac86 10 Posted February 10 @Droidz Can you please look into this? I've started coding on hunter class aswell and have the same problem. :( Quote Edit Options Report reply eniac86 10 Posted February 15 @Droidz as far as i can tell this bug only affect like 20-30% of npcs-types, for some it works just fine. Seems to be a problem with the npcs bounding box size calculation. Quote Edit Options Report reply Droidz 1883 Posted February 16 Try: https://wrobot.eu/forums/topic/5209-hunters/?do=findComment&comment=24092 (others samples https://www.google.com/search?q=site%3Awrobot.eu+IsActionInRange ) Quote Report reply Ordush 13 Posted February 19 (edited) This does not fix anything? The first one just tells if a auto-shot is in range, the other one checks attack. It's nice that we can check if a spell is in range. However, this does not give the range. We need the number (Range as a number). The methods listed above will make a shit ton of noise if you play with sound, and it uses lua which will slow down the fightclass. Also try and look at what i wrote above.. I wrote EXACTLY that code. To me it's clear that what is not working is the mob size calculator. Edited February 19 by Ordush Quote Report reply eniac86 10 Posted March 14 Hey, as mangos emu is the only vanilla server software around these day i fuge most likely all of the private servers run on it (more or less modified). So here is the table containing the npc hitbox-radii and combat-reaches from the default mangos database. of cause they may have been modified on some servers. ttps://github.com/mangoszero/database/blob/master/World/Setup/FullDB/creature_model_info.sql But as it is now the hitbox data Wrobot reads from the wow client ist absolutely unreliable. Is the hitbox size even sent to the wow client? or is it just handled server-wise? I tried to dig into mangos server code a little to find out if it sends the info to the client, so that it could be read with the right opcode. But i'm to lazy to trac the networklogic down to that point, this might be the funktion that sets it internally, no idea if that is then send or not: https://github.com/mangoszero/server/blob/52454825c7e1435ff53f32f9edf9fe7dca10ec08/src/game/Object/Unit.cpp#L8836
  4. Bot counts free ammo-bag/quiver slots as normal inventory slots and does not do a vendor run due to this.It tries to loot mobs on and on, because it thinks there is still room in the bags, although only ammo bag slots are free.
  5. Hey, as mangos emu is the only vanilla server software around these day i fuge most likely all of the private servers run on it (more or less modified). So here is the table containing the npc hitbox-radii and combat-reaches from the default mangos database. of cause they may have been modified on some servers. ttps://github.com/mangoszero/database/blob/master/World/Setup/FullDB/creature_model_info.sql But as it is now the hitbox data Wrobot reads from the wow client ist absolutely unreliable. Is the hitbox size even sent to the wow client? or is it just handled server-wise? I tried to dig into mangos server code a little to find out if it sends the info to the client, so that it could be read with the right opcode. But i'm to lazy to trac the networklogic down to that point, this might be the funktion that sets it internally, no idea if that is then send or not: https://github.com/mangoszero/server/blob/52454825c7e1435ff53f32f9edf9fe7dca10ec08/src/game/Object/Unit.cpp#L8836
  6. @Droidz as far as i can tell this bug only affect like 20-30% of npcs-types, for some it works just fine. Seems to be a problem with the npcs bounding box size calculation.
  7. @Droidz Can you please look into this? I've started coding on hunter class aswell and have the same problem. :(
  8. Bot counts free ammo-bag/quiver slots as normal inventory slots and does not do a vendor run due to this.It tries to loot mobs on and on, because it thinks there is still room in the bags, although only ammo bag slots are free.
  9. Maybe this is reproduceable even easier. I tried clicking the "go to town" button on "tools". The log prompts that it will force a town run, but nothing actually happens.
  10. @Droidz could you please make the bot not count ammo-bag/quiver slots as normal bag slots ? it's really annoing :(
  11. Bot counts free ammo bag slots as normal slots and does not do a vendor run due to this. It tries to loot mobs on and on, because it thinks there is still room in the bags, although only ammo bag slots are free.
  12. It did it again; selling greens. I cheked the log, selling greens is false everywhere. 2 Feb 2018 06H46.log.html
  13. ok for some reason i did that already but it was enabled again. thank you very much <3
  14. @Droidz here is another log of this problem from a second toon. 31 Jan 2018 11H55.log.html
  15. already did in my own thread to this error 30 Jan 2018 16H58.log.html
  16. here's the log "[Schematic: Small Seaforium Charge]" is the green item it sells. it also tries to sell quest items. 30 Jan 2018 16H58.log.html
  17. as far as i see it there is just one line at the very start that toggles selling on. i disabled that, althoug it doesn't change anything about the item quality that should be sold. problem still persists.
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