duthibaut
Members-
Posts
49 -
Joined
-
Last visited
Recent Profile Visitors
912 profile views
duthibaut's Achievements
Newbie (1/14)
0
Reputation
-
wManager.Wow.ObjectManager.ObjectManager.GetUnitAttackPlayer().Count < = 0 working fine ? thanks !
-
I try something like : public void SkipNodesIfFight() { robotManager.Events.FiniteStateMachineEvents.OnBeforeCheckIfNeedToRunState += (engine, state, cancelable) => { if (state is wManager.Wow.Bot.States.IsAttacked) { _isFight = true; wManager.Wow.Helpers.Chat.SendChatMessageWhisper("IsFight","namespeudo"); Thread.Sleep(10000); Initialize(); } else { _isFight = false; wManager.Wow.Helpers.Chat.SendChatMessageWhisper("NotISFight","namespeudo"); Thread.Sleep(10000); } Thread.Sleep(10000); }; } But never say "IsFight" when a mob attack me ?
-
Hello guys, Some of u know how to check if the bot is attacked by a mob in C#? Thanks ?
-
Thx @Inaru and @Droidz I set some recusivity in my thread and it's working just fine as well ? public void Initialize() { _isLaunched = true; wManager.Wow.Helpers.Chat.SendChatMessage("Initialize", wManager.Wow.Enums.ChatTypeId.SAY); glaurierId = 181279; var glaurierObject = ObjectManager.GetNearestWoWGameObject(ObjectManager.GetWoWGameObjectByEntry(glaurierId)) ; GoToFarm(glaurierId); } public void GoToFarm(int glaurierId) { robotManager.Events.FiniteStateMachineEvents.OnBeforeCheckIfNeedToRunState += (engine, state, cancelable) => { try { var distance = ObjectManager.GetNearestWoWGameObject(ObjectManager.GetWoWGameObjectByEntry(glaurierId)).GetDistance; if (ObjectManager.GetNearestWoWGameObject(ObjectManager.GetWoWGameObjectByEntry(glaurierId)).GetDistance < 200) if (state is wManager.Wow.Bot.States.Farming && !state.NeedToRun) { glaurierId = 181279; wManager.Wow.Bot.Tasks.GoToTask.ToPositionAndIntecractWithGameObject(ObjectManager.GetNearestWoWGameObject(ObjectManager.GetWoWGameObjectByEntry(glaurierId)).Position, ObjectManager.GetNearestWoWGameObject(ObjectManager.GetWoWGameObjectByEntry(glaurierId)).Entry); Thread.Sleep(5000); wManager.Wow.Helpers.Chat.SendChatMessage("In the new thread", wManager.Wow.Enums.ChatTypeId.SAY); GoToFarm(glaurierId); } } catch (Exception e) { Logging.WriteError("[GatheringHelp]: " + e); } };
-
I do like this : @Droidz public void Initialize() { _isLaunched = true; wManager.Wow.Helpers.Chat.SendChatMessage("Initialize", wManager.Wow.Enums.ChatTypeId.SAY); glaurierId = 181279; var glaurierObject = ObjectManager.GetNearestWoWGameObject(ObjectManager.GetWoWGameObjectByEntry(glaurierId)) ; GoToFarm(glaurierId); } public void GoToFarm(int glaurierId) { try { var distance = ObjectManager.GetNearestWoWGameObject(ObjectManager.GetWoWGameObjectByEntry(glaurierId)).GetDistance; if (ObjectManager.GetNearestWoWGameObject(ObjectManager.GetWoWGameObjectByEntry(glaurierId)).GetDistance < 200) { robotManager.Events.FiniteStateMachineEvents.OnBeforeCheckIfNeedToRunState += (engine, state, cancelable) => { if (state is wManager.Wow.Bot.States.Farming && !state.NeedToRun) { wManager.Wow.Bot.Tasks.GoToTask.ToPositionAndIntecractWithGameObject(ObjectManager.GetNearestWoWGameObject(ObjectManager.GetWoWGameObjectByEntry(glaurierId)).Position, ObjectManager.GetNearestWoWGameObject(ObjectManager.GetWoWGameObjectByEntry(glaurierId)).Entry); Thread.Sleep(5000); wManager.Wow.Helpers.Chat.SendChatMessage("In the new thread", wManager.Wow.Enums.ChatTypeId.SAY); } }; } } catch (Exception e) { Logging.WriteError("[GatheringHelp]: " + e); } } He do as well but stay in "In the new thread" (say in chat). I try this now @Inaru !!
-
@Inaru Only an assignation, a call or an increment in wait and expressions of object "new" can be use like an instruction @Droidz nothing change well i delete the while(_islaunched) {} , he skipp all the node ?
-
Thanks for this reply, but ... Thread is an object ? this line don"t compile, i need to create a object thread and .abort after ? public void GoToFarm() { _isLaunched = true; wManager.Wow.Helpers.Chat.SendChatMessage("Initialize", wManager.Wow.Enums.ChatTypeId.SAY); glaurierId = 181279; var glaurierObject = ObjectManager.GetNearestWoWGameObject(ObjectManager.GetWoWGameObjectByEntry(glaurierId)) ; while (_isLaunched) { try { var distance = ObjectManager.GetNearestWoWGameObject(ObjectManager.GetWoWGameObjectByEntry(glaurierId)).GetDistance; if (ObjectManager.GetNearestWoWGameObject(ObjectManager.GetWoWGameObjectByEntry(glaurierId)).GetDistance < 200) { robotManager.Events.FiniteStateMachineEvents.OnBeforeCheckIfNeedToRunState += (engine, state, cancelable) => { if (state is wManager.Wow.Bot.States.Farming && !state.NeedToRun) { wManager.Wow.Bot.Tasks.GoToTask.ToPositionAndIntecractWithGameObject(ObjectManager.GetNearestWoWGameObject(ObjectManager.GetWoWGameObjectByEntry(glaurierId)).Position, ObjectManager.GetNearestWoWGameObject(ObjectManager.GetWoWGameObjectByEntry(glaurierId)).Entry); Thread.Sleep(5000); wManager.Wow.Helpers.Chat.SendChatMessage("In the new thread", wManager.Wow.Enums.ChatTypeId.SAY); } }; } //wManager.Wow.Helpers.Chat.SendChatMessage("Je suis sorti", wManager.Wow.Enums.ChatTypeId.SAY); } //wManager.Wow.Bot.Tasks.GoToTask.ToPositionAndIntecractWithGameObject(ObjectManager.GetNearestWoWGameObject(ObjectManager.GetWoWGameObjectByEntry(glaurierId)).Position, ObjectManager.GetNearestWoWGameObject(ObjectManager.GetWoWGameObjectByEntry(glaurierId)).Entry); catch (Exception e) { Logging.WriteError("[GatheringHelp]: " + e); } } } public void Initialize() { Thread newThread = new Thread(new ThreadStart(GoToFarm)); }
-
Working like a charm, just need to see how go out the thread ? Thanks a lot !
-
duthibaut reacted to a post in a topic: C# Stopfollowing Path [Gathering]
-
Thanks ? I take a look !
-
Sure, I use Gathering profile "Néantine.xml" with. The bot go to the node, but when he start to gather, he start to follow path at the same time... Maybie do some event in a while for stay in .. But i don"t know how to do that ? GatheringHelp.cs Néantine.xml
-
Seems to be sleep.thread who make go out of the thread ang go gathering
-
Well in fact with juste a while it's done .. ^^" Edit : Well in fact no ... xD @Droidz
-
Hello @Droidz I have do some C# code in a pluggin for check distance farming and stop go to the node by his ground Vector3 but. But when i use my plugin i have a problem : The bot try to go the node AND to follow the path with gathering in the same time. You know how i can stop the following path, clean the node and restart the following path by the pluggin ? Thx ?
-
C# GetDistance (GameObject) && FarmAction
duthibaut replied to duthibaut's topic in Developers assistance
Ok i'm fucking idiot, I was trying to apply the Get: for the attribut on my method ... Better way to use it on the object ... Thanks for help !