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Everything posted by Seminko
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So I did some testing. I put together a complete vanilla Fightclass and a Custom profile. Custom Profile: moves flawlessly both in and out of combat both backward and strafe (doesn't attack though, duh) Fightclass: Is set it up to shoot frost bolts if distance > 6, if the distance is smaller it should go backwards. And despite it being vanilla and converted from XML, it does the same stutter as shown in the video. So now we know the issue is not with my code but rather it's something in wrobot handling combat, not just Grinder. I tried using Party mode and aggroing a mob and same thing. @Apexx what wow version do you use wrobot for? Not sure if the wrobot versions are different or not but I cannot see any other reason why the code would work for you and not for me. @Droidz / @iMod, guys would you be willing to take a look? I'm going crazy already.
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I'm begining to give up, honestly... So first issue, when I stop the fight and then start it again, the bot log says I started to fight the mob I was targetting before. BUT... it doesn't do anything, it just stares at the mob... But that's irrelevant since it doesn't solve the movement issue at all, still running in circles... Second thing. There seems to be an inconsistency between presskey and downkey. Both of them make the bot run in circles, however when I do: wManager.Wow.Helpers.Move.StrafeLeft(Move.MoveAction.PressKey, 1000); - it does only a small movement, maybe trully 1second and then stops (still circling though) wManager.Wow.Helpers.Move.StrafeLeft(Move.MoveAction.DownKey, 1000); - it does circles for a VERY long time, maybe 30 seconds... doesn't DownKey require an UpKey somewhere? wManager.Wow.Helpers.Move.Backward(Move.MoveAction.PressKey, 1000); - does the chopping movement I showed in the vid wManager.Wow.Helpers.Move.Backward(Move.MoveAction.DownKey, 1000); - actually moves back but there is still slight choppiness, it doesn't look like someone pressed a button and held it pressed, it looks like someone was mashing the key repeatedly in milisecond increments, look very bot like I also tried removing the MovementEvents and it didn't have any effect on how the bot acted...
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Since I see Vector3, do you manage the movement yourself? Because I don't, I let the bot decide the movement. Also try it with Move.StrafeLeft Also what does the ManageMovement setting do? EDIT: With my poor understanding of CSharp and the bot itself I've seen some people claiming they handle the toon movement themselves using a separate code. I don't even know if that could be done but worth asking...
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Here's an idea, does facing the target count as movement? Because if it doesn't it would make sense... we're trying to cancel bot movement but facing the target is still there? This is probably not the case but I'm trying to think of everything because we don't seem to be able to find out what's wrong.
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lol are you serious DownKey instead of PressKey, so obvious, yet still not so... :-D Alright, so Move.Backward + DownKey works, but that would work even without all the MovementEvents_OnMovementPulse shennanigans. When I try wManager.Wow.Helpers.Move.StrafeLeft(Move.MoveAction.DownKey, 1000); it STILL tries to face the target, running around in circles, practically indefinitely because I am well within the 6yr range we set up in the while loop. I even tried ForceIgnoreAttack, still the same thing. The strange thing is that even though it leaves the 6yr radius it continues strafing. It's like it doesn't wait for the movement to stop to continue. while (ObjectManager.Target.GetDistance <= 6) { wManager.Wow.Helpers.Conditions.ForceIgnoreIsAttacked = true; isTooClose = true; wManager.Wow.Helpers.Move.StrafeLeft(Move.MoveAction.DownKey, 2500); // wManager.Wow.Helpers.Move.StrafeLeft(Move.MoveAction.PressKey, 1500); wManager.Wow.Helpers.Conditions.ForceIgnoreIsAttacked = false; //Thread.Sleep(1250); } If the bot doesn't wait for the Move to resolve before continuing the script I tried putting in Sleep. Still the same thing, runs around in circles until the mob is dead. while (ObjectManager.Target.GetDistance <= 6) { wManager.Wow.Helpers.Conditions.ForceIgnoreIsAttacked = true; isTooClose = true; wManager.Wow.Helpers.Move.StrafeLeft(Move.MoveAction.DownKey, 2500); // wManager.Wow.Helpers.Move.StrafeLeft(Move.MoveAction.PressKey, 1500); Thread.Sleep(2500); wManager.Wow.Helpers.Conditions.ForceIgnoreIsAttacked = false; //Thread.Sleep(1250); }
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What does that parameter mean? I haven't been able to find any explanation to it so I assumed it defined how long should the movement be active for, in other words for how long the key should be pressed. I tried this, which somewhat works but it moves backwards REALLY choppy, it really looks like it presses S every 50ms, however changing it to something like 5000 doesn't do much... while (ObjectManager.Target.GetDistance <= 6) { isTooClose = true; wManager.Wow.Helpers.Move.Backward(Move.MoveAction.PressKey, 50); // wManager.Wow.Helpers.Move.StrafeLeft(Move.MoveAction.PressKey, 1500); //Thread.Sleep(1250); }
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Alright, this solved the error. Now it has a problem with these two, saying that the line if (isTooClose) or to be more specific Main.isTooClose requires a link to an object (or sth similar, I have it in my native language, not english) private static void MovementEvents_OnMovementPulse(List<Vector3> points, CancelEventArgs cancelable) { if (isTooClose) { cancelable.Cancel = true; } } private static void MovementEvents_OnMoveToPulse(Vector3 point, CancelEventArgs cancelable) { if (isTooClose) { cancelable.Cancel = true; } } Also, this is my first encounter with C# hence these, probably obvious, mistakes on my part.