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Posts posted by Bronson
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Hi all! Not found in the developer tools condition to check the hearthstone zone/id :( Is there such a function in WRobot? Is it possible to add such a feature?
The problem is that hearthstone is not always correctly attached to the innkeeper, for example:
<QuestsSorted Action="Wait" NameClass="2000" /> <QuestsSorted Action="RunMacroLua" NameClass="/tar Innkeeper Gryshka" /> <QuestsSorted Action="Wait" NameClass="2000" /> <QuestsSorted Action="RunLuaCode" NameClass="RunBinding("INTERACTTARGET") " /> <QuestsSorted Action="Wait" NameClass="2000" /> <QuestsSorted Action="RunMacroLua" NameClass="/click GossipTitleButton1" /> <QuestsSorted Action="Wait" NameClass="2000" /> <QuestsSorted Action="RunMacroLua" NameClass="/click StaticPopup1Button1" /> <QuestsSorted Action="Wait" NameClass="2000" />
Works not in 100% of cases, the character can bind your hearthstone to a new tavern, and can not bind in some cases, which causes problems later :( To avoid this, I wanted to add a "while" condition to bot exactly tied hearthstone to the tavern, but in order to do this you need to know at least the area where the stone is already bound, however, it turns out that these data are not available.
Maybe someone faced with similar problem? I would be grateful for any help!
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Something wrong with navigation, the character does not take/pass neither one quest, constantly running into the wall. It all started not so long ago.
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The same problem, there was a big pauses while gathering objects.
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Bump. Does anyone have any ideas?
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The problem is this: when you exit the dungeon, ie when change of location the bot is constantly loading the same meshes, which is evident in the logs at the time 21:59:55, 22:08:57, 22:22:26 and so on, the same thing happens inside dungeons, a constant loading of the same meshes, which lost a lot of time.
On 08.11.2016 at 7:41 PM, Droidz said:Hello,
Go to tab "Tools" > "Development tools", paste this code in textbox:
wManager.Wow.Helpers.PathFinder.Pather.LoadAllTiles();
and press button "C# (....", wait (WRobot will download all tiles (meshes) of current continent).
I tried this tip to upload all meshes, but it wouldn't work, the bot continues to download the same meshes
Is there any way to solve this issue or is it a feature of the bot?
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After my character kicked out of the game, relogger began to enter her again, but the game freezes on stage "connection" and then nothing happens until you manually cancel the "connection" then relogger makes the next login attempt and goes well. Is it possible to check for connection time to the game? Or to improve existing "Is unresponsive after (in secondes)" I have there is set to 40 seconds, but after that nothing happens.
And the second problem is with the disconnect, because when there is a disconnect, I get an error "You have been disconnected" and after it nothing happens, relogger takes no action. Even when I click "Okay" relogger not trying to re-enter the game, helps only closing the window.
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/run for b=0,4 do for s=1,36 do n=GetContainerItemLink(b,s);if n and string.find(n,"item name") then PickupContainerItem(b,s);DeleteCursorItem();end;end;end;
Maybe this macro can be :)
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Thank you, Droidz.
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After 10+ hours of work, bot for some reason begins to miss the runcode "wManager.wManagerSetting.CurrentSetting.MinFreeBagSlotsToGoToTown = 20", he is to pass the dungeon with full bags, but not going to sell stuff to the vendor after leaving the dungeon, he can run dungeon with full bags of a couple of times before going sell. I tried to put several of these commands in a row, increased the timer between them, put the larger the search radius the NPC but it does nothing. The vendor is in the database, mount included, sale is on, all addons turned off. As soon as I shut down and start again the bot, it starts over again all very well to sell about 10 hours, and then again skips the code.
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Droidz, is it possible add to waitparty plugin function summon of the friend, if the distance is more than x yards, I tried to add this feature in the plugin, but nothing happened :(
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For gold i found "GetMoneyCopper" (for example wManager.Wow.Helpers.Usefuls.GetMoneyCopper <= 4990) аnd to check the number of slots in the bags "GetContainerNumFreeSlots" (for example wManager.Wow.Helpers.Usefuls.GetContainerNumFreeSlots <= 4), if I'm right.
P.S. No, this code not working (with GetMoneyCopper <= 4990 too):
if (wManager.Wow.Helpers.Usefuls.GetContainerNumFreeSlots <= 20) { Lua.LuaDoString("local itemName, _, _, _, _, _, _, _ = GetItemInfo(6948); RunMacroText('/use ' .. itemName);"); }
I tried the code from this thread:
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Tell me please, it is possible to implement these terms in the questing profile using code?
1) change fight class
2) to activate the plugin
3) changing the type of the bot (for example from quester to party)
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Hello! Please tell me is it possible to set the conditions in the bot to check the number of free slots in the bags and the amount of gold? I tried different options:
<QuestsSorted Action="If" NameClass="ObjectManager.Me.Gold >= 1000" />
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<QuestsSorted Action="EndIf" NameClass="" />
<QuestsSorted Action="If" NameClass="ObjectManager.Me.FreeBagSlots =< 20" /> (MinFreeBagSlots also tried)
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<QuestsSorted Action="EndIf" NameClass="" />
But these options do not work.
Is it even possible to set such conditions? And where do you can see the list of functions that can be used after "ObjectManager"?
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Maybe someone will need:
RunMacrolua > /use Ancient Heirloom Scabbard
Wait > 1000
RunMacrolua > /use 16
Wait > 5000
RunMacrolua > /use Ancient Heirloom Armor Casing
Wait > 1000
RunMacrolua > /use 2
Wait > 5000
RunMacrolua > /use Ancient Heirloom Armor Casing
Wait > 1000
RunMacrolua > /use 3
Wait > 5000
RunMacrolua > /use Ancient Heirloom Armor Casing
Wait > 1000
RunMacrolua > /use 5
Wait > 5000
RunMacrolua > /use Ancient Heirloom Armor Casing
Wait > 1000
RunMacrolua > /use 13
Wait > 5000and so on...
Where 16,2,3,5,13 is the number of the cell with equipment.
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Bump. Can we count on the appearance of the timer relogger? I'd love to see it, since it would be much better that the connection did not occur immediately after the disconnection, and after x amount of minutes.
And a very big wish is that when you disconnect not only closed the game window, but the bot, then restart bot after logging character in game world. Is it possible to add such a function? Tried to find it in the bot and relogger, but did not find, found only off the bot with timer, amount of stucks/deaths. The problem is that when the game restarts, the bot continues to follow the route, but doesn't start it from first step, in the case of dungeon character already teleports to the beginning, and it starts to get stuck.
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Oh, thank you, Droidz, come to the rescue once again :)
And another question, is it possible to complement the functionality of the plugin "waitparty" the test detection if Summon Friend is ready (if unavailable then wait for a cooldown) and that when exceeding the distances in x yards used a summon friend function?
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I have tried to use RunLuaCode > LuaDoString ("SummonFriend("party1")"); but there is clearly something wrong.
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Hello! Another my question :) probably for the most part addressed to Droidz. Is there a way to summon a friend? I found a function in API http://wowprogramming.com/docs/api/SummonFriend but how to use it in quest profile don't know :( As I understand it, it will be a Lua code, but how it correctly to write...
And Droidz, please, can you make such a plugin, which would set the character's name, which would be summoned when using the function call (SummonFriend("name"))? Or any other way possible, most importantly, to be able to summon a friend using the functionality of your bot.
Thank you!
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What lua code? Can you tell? Among the addons I found only one "LibItemUpgradeInfo-1.0", which is only for informational purpose.
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9 minutes ago, Arcangelo said:
Soulds good mate - now im just waiting for the vanilla bot update - where it is possible to use it there.
I would be glad if this solution will help you, I have finally everything works :D
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I made some edits in the code, now the character just runs forward, when the ship sails (from) and when ship arrives to the end point (to) character runs backward to the pier.
Don't forget only make your coordinates/transport id/continent id and if necessary edit variables "2000" and "3000" (seconds):
"wManager.Wow.Helpers.Move.Forward(Move.MoveAction.PressKey, 2000);" - move forward in 2 sec
"wManager.Wow.Helpers.Move.Backward(Move.MoveAction.PressKey, 3000);" - backward movement in 3 sec -
It's still not working, instead of having to run to the ship, the character jumps into the water and swims to the ship, but no runs on it.
I tried to specify two types of coordinates when the character is on the ship:
var fromPlayerInShipPosition = new Vector3(8167.698, 1009.787, 6.15589); - the coordinates of the character on the ship
var fromPlayerInShipPosition = new Vector3(8162.587, 1005.365, 0.04409864); - the coordinates of the ship when the character is standing on it
When the ship sails, the character jumps into the water and rests on the texture of the ship
Maybe easier to use a command of the following type:
wManager.Wow.Helpers.Move.Forward(Move.MoveAction.PressKey, 600);
Appear when the ship sails, and not to bother with the coordinates?
Monk MW
in Русский
Posted
Думаю, что вопрос не ко мне