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Avvi

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Posts posted by Avvi

  1. I wasn't quite sure how to label this thread, but basically what I'm trying to solve is the scenario where mining nodes leave behind a node that is no longer open-able, but still return true from this:

    nodesNearMe = ObjectManager.GetObjectWoWGameObject().FindAll(p => p.GetDistance <= 50 && p.CanOpen && p.IsValid);

    This scenario is specific to Empyrium deposits. Somehow, WRobot is able to ignore these nodes when doing pulses for available nodes, and ignores them.

    One thing that a tester noticed (thanks @dragonmase!) was that turning off wRobot, and then turning WRobot back on after mining an Empyrium deposit, WRobot logs report the following: "error node is no longer around?" but ONLY if you restart WRobot. So, i'm guessing that it is keeping a list of nodes that it has collected. How can I make my nodesNearMe ignore nodes that leave behind the 'corpse'?

     

    Thanks!

  2. I'm not the greatest with lua, so here is my answer but in C#.

     

    int itemID = 123;
    var itemCooldown = wManager.Wow.Helpers.Bag.GetContainerItemCooldown(itemID);
    var itemTimer = new robotManager.Helpful.Timer(itemCooldown);
    itemIsReady.ForceReady();
    
    if (itemTimer.IsReady) {
        ItemsManager.UseItem((uint)itemID);
        itemTimer.Reset();
    }

    Also, i'm not really sure about what this does:

    Bag.GetContainerItemCooldown(itemID)

    This may actually return the remaining time. I haven't tested. If it DOES return the remaining time, then you can pretty much skip the whole timer thing :). Anyway, let me know!

     

    I found an example that does it very similarly to my above snippet:

     

  3. List<string> partyMembers = new List<string>();
    var numOfMembers = wManager.Wow.Helpers.Party.GetPartyNumberPlayers();
    
    
    for (int i = 1; i < numOfMembers; i++) {
    
        var member = Lua.LuaDoString<List<string>>("return UnitName('party'.." + i + ")");
        Logging.Write(member[0]);
        partyMembers.Add(member[0]);
    }

    I wasn't able to get GetParty() to work, so above will get list of player names in the group.

  4. 5) Trees. They can fuck up the bot completely for hours. I had to use a separate hack and disable trees and object collisions because I can't put every single tree in a blacklist. Also more blacklist>less nodes to gather. Also doesn't matter if you recorded a path without trees, the bot will run into them quite often.

    Are you sure you were banned because of WRobot and not for using the hacks?

     

  5. Still working on this - The issue I'm having - I don't actually have an account/multiple accounts on the same server that has any of the dual person mounts. I have an idea on how I want to implement this (already have some code written up), but first am trying to find a private server that offers dual mounts. Do you know of any?

  6. It's not about the errors. It's about what leads up to the moments before the mounting/dismounting. Please help us help you by posting your logs.

  7. 1 hour ago, Robbish said:

    And Avi, i checked the logs there is no error or anything, lemme be abit clearer, the bot works as it should BUT, it doesnt fly after a which makes it take more time to gather ores.

    We can't help you if there aren't any logs provided.

  8. if (Party.IsInGroup())
    {
      // in group
        var partyMembers = wManager.Wow.Helpers.Party.GetParty
        foreach (var member in partyMembers)
        {
            // UnitIsConnected("unit")
            var isConnected = Lua.LuaDoString<bool>("return UnitIsConnected('" + "member.Name" + "')");
            if (isConnected)
            {
                Logging.Write("Player " + member.Name + " is online.");
            }
        }
    }
    else{
    	// not in group
    }
    

    The above will check if you are in a group and then tell you whether each party member is online/not online.

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