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FNV316

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Posts posted by FNV316

  1. 12 hours ago, andyroo said:

    currently have the same concern. but when i turn on CTM the bot stutters when moving like heck

     

    On 10/10/2018 at 8:56 AM, Matenia said:

    Activate CTM, force 60 Hz on your monitor and enable vertical sync ingame. 

    Use a tool like NvidiaInspector, set Frame Rate Limiter to ~60 and V-Sync to Force On

  2. 7 hours ago, Nosferatuepic said:

    dont work

    That's why I said, use quest name (-> quest title) instead of id. Calling that Lua function returns (in Vanilla) 7 different values, so you need a variable for the very first value. You then check, if the value (string) of the quest title variable is the same (string.match / string.find) as your quest name string.

    Please read the documentation. There is an example of how to use these variables right at the bottom. http://classic-wow.wikia.com/wiki/API_GetQuestLogTitle#questTag

  3. 5 hours ago, youngjuicer said:

    The only reason I wanted to edit a previous project (.dll) is because I thought it would be easier to understand.'

    You can achieve that by de compiling the dll with a tool like dotPeak. Avvi explained this in a thread:

    This allows you to take a look at the code, but not applying changes to the source dll

  4. Instead of creating one different grinder profile for each step of the grind, you have one core profile that executes the following grind steps one after another. It also grants you easy access to all the fancy C# stuff and other quest types (f.e. FollowPath for custom routes), in case you need that for more advanced profiles.

    It's pretty straight forward. You create a KillAndLoot quest without an quest id, scroll to the bottom and check "Grind". You then set the level of that KillAndLoot quest to one below the level you want the bot to grind to and change "Not Required in Quest log" to true.
    The only thing left (besides adding Hotspots and unit ids to attack) is to add a "Pulse" step for that created quest and run it with quester.

  5. 7 minutes ago, Findeh said:

    Also both Thoradins Wall and Cenarion Hold problems were reported many times. It seems like it's more complicated that it seems, so no result yet.

    I don't buy that. Even if it is impossible to make that with the path finder, why not hard code paths at these locations? Pathfinder is looking for a path to coordinate XYZ within range of area ABC? Use one of the pre made paths that is closest to that coordinate and use path finder to move to the starting location of that pre made path. Need to leave the place? Well, use the closest pre made path leading out again. Need to run to another NPC at the same location? Then join a follow path loop leading to any NPC / object, until players position is closest to his original destination. Similar to how battlegrounds are set up. I mean c'mon. How long does wRobot exist now? Still no solution for this? Not even a workaround? Who cares about bot trains and inefficient routes, if the alternative is the bot slamming his head into a wall for ten minutes straight.

    That's why I'm asking what needs to be done. But I refuse to write and support a whole logic for this crap, to allow my other code running as intended. I already did this for the broken taxi system.

    I don't expect any random location in the world to be fixed, but at least major hubs have to work properly.

  6. @DroidzThere you go. Can you tell me how exactly I can contribute to help you fixing these issues? I even offer you to record offmesh connections / custom paths to leave / enter each NPC / game object individually, if that helps to fix it sooner. Silithus and Searing Gorge are not bottable at all with the current state of path finder, due the bot getting stuck all the time. Do you need video footage? More log files? I rely on both of these zones in my quester, so it's in my very interest to get this stuff finally fixed.

    The behavior is identically to the other places I reported over the past days (Silverwing Grove, Thorium Point). Bot is unable to detect huge and solid walls / obstacles. It seems the bot doesn't know they are there at all.

    15 Sep 2018 08H56.log.html

    15 Sep 2018 09H20.log.html

  7. Well, seems like eeny doesn't expect you to use wand below level 10. The wand spam should however be prevented by putting it to the action bar. The line ' !Lua.LuaDoString<bool>("return IsAutoRepeatAction(" + (SpellManager.GetSpellSlotId(SpellListManager.SpellIdByName("Shoot")) + 1) + ")") ' is used to determine if wand attack is currently active / channeled or not

    What you can try is to increment the latency settings in wRobot and / or add a "Thread.Sleep(Usefuls.Latency + 250);" command (you might have to tinker around with the values a bit), after the SpellManager.CastSpellByName. It's also possible, that this specific Lua function doesn't work properly on the server / game version you are trying to run it

  8. You have to split the quest up. First part is to kill and loot the NPC. After that has been completed, make a follow path quest to the grave and execute the RunCode step. You might need a custom complete condition for the kill & loot quest like this:

    return Quest.IsObjectiveComplete(1, 6395) || ItemsManager.GetItemCountById(16333) > 0;

    Returns true, if the quest objective has been completed or your bot has Samuel's Remains in his inventory

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