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Findeh

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Everything posted by Findeh

  1. It's not only about BG, Gathering and AH bot, grinder stucks alot, do shit shings alot and you have to black list all the trees and doors and walls. Quester got even more bugs, some options and functions don't work. I'm new here, but some bugs were reported like 1.5 years ago, and still nothing.
  2. Tested with 1.12 (vanilla) I'm trying to use Follow Path with Can Condition like this: return (ObjectManager.Me.Position.DistanceTo2D(new Vector3(-5427.982, 300.8165, 398.1436)) < 20); And it's always return true, Bot always do this step. Even if he is 100 or 200 meters away from that Vector3, he do that step anyway. The idea is to skip follow path steps if Bot is to far away from them (have done it already during previous session). But bot do it again with that kind of condition. More then that. He do it with backward condition like that as well: return (ObjectManager.Me.Position.DistanceTo2D(new Vector3(-5427.982, 300.8165, 398.1436)) > 20); And same for: ObjectManager.Me.Position.DistanceTo(new Vector3(1, 2, 3)) Same for: return (new Vector3(1, 2, 3).DistanceTo(ObjectManager.Me.Position) < 20); So it looks like the distance check with that methods is not working at all. I have tried to check distance to different objects, seems it works fine. So maybe problem is just with player / new vector position.
  3. You may try to up the search radius, so the bots will split up more often. And turn on "do not attack if already in combat" But i'd recommend just to do more profiles. 1 bot = 1 profile. Otherwise you will be chainbanned, no matter of randomization.
  4. You may also check it as a created spell, but use it with lua.
  5. And yes, the difference that Reset do, if you place a Reset, all waypoints after the mob fight will still be awailable. If you do not place the reset, then whole FollowPath step will do nothing. But if there was no fight during the run, all will work perfectly even without Reset. Btw, to turn on an option like "Is a loop" much easier then add 60-80 reset steps in to your profile. Maybe it wil be possible to make it as an FollowPath option near the Loop option. "Will be used more then once" something like that.
  6. Took me whole day to reproduce it on low level path. So, how is it works: Here is a most simple profile attached. There is only one hostile mob on the way. If he is dead, you may run any number of circles with no problem. But if he is alive and he has attacked the bot, thats it. Since that moment all waypoints from the beggining of FollowPath till the Waypoint where he was attacked will be ignored. (Bot will start to hit the cart with his face on the run). If you stop the bot and start it again, everything will be back to normal untill next fight during the FloowPath. So the real problem is "Completed Waypoints are not cleared by Reset function if Bot was attacked". I guess they saved somewhere else, and that list is not cleared with the Reset. But it is cleared with a Loop option, if you turn it on. (You may try it, it will work with that profile) So we need all functionality copipasted from the Loop except "Go back to the first waypoint" at the end. Sounds pretty simple. Do hope that it is really so simple indead. Dun Morogh Reset Sample.xml
  7. I'll have to make a new profile then. It may take some time. But okay, i'll try it.
  8. Tested with 1.12 (vanilla) About profile, sure i can share, but it's 50+ minutes per one circle for level 60. Gues it will be to time consuming for you, just to wait 50 minutes to check how it works. I can try to cut of the piece of it and additionally give you a level 60 character on private server to test it as well.
  9. Got some Vanilla druids at Elysium. Have not noticed such problem. Current settings: Drink at 25% - 70%
  10. Please, sorry in advance for my English, it's not my native language. I'll do my best, but subject is a little hard for me, so it probably will be written like crap. My Apologies In two words: If Bot have completed the FollowPath step once, and than, in a loop (by using GoToStep) Bot will have to do the same FollowPath step again, he will not do it as FollowPath, but will just run to the last waypoint instead. How it's supposed to be: Bot should be able to use the same Follow Path over and over with the same waypoints if he was forced to do so by the loop. Now more detailed: Why is it happens (in my opinion). Lets say we got FollowPass of 3 waypoints, how is it working for the first time. - Move to Waypoint1 - If we are at Waypoint1, add this spot to the list of completed spots. - Move to Waypoint2 - If we are at Waypoint2, add this spot to the list of completed spots. - Move to Waypoint3 - If we are at Waypoint3, add this spot to the list of completed spots. - Move to the next step. What is happening at the second time, when we have to do the same FollowPath. - Waypoint1 is already complete, skip it. - Waypoint2 is already complete, skip it. - Move to Waypoint3 (because FollowPath requeares to visit last spot to complete) - Move to the next step. So bot just runs straight to the last Waypoint every time except the first one becuse all Waypoints was completed and added to "complete list" already. When this is not happening. When you turn "Is a Loop" option on. Then bot will FollowPath as he should more then 1 time, but at the end he will run to the first Waypoint (obviously). FollowPath with a Loop option do save copleted waypoints as well. You can easily see that. If bot is attacked by the mob during the run, after the combat he is not running to the Waypoint1, but continue to follow his FollowPath from the last Waypoint. So he knows what Waypoints he have completed already. The main difference is, that when the Loop option is true, all "completed sports" are cleared at the last spot of the FollowPath. Like this: - Move to Spot1 - If we are at Spot1, add this spot to the list of completed spots. - Move to Spot2 - If we are at Spot2, add this spot to the list of completed spots. - Move to Spot3 - If we are at Spot3, add this spot to the list of completed spots. - Clear all completed spots - Move to Spot1 (I'm not saing that it's works exactly like this, but thats how it seems for me, as a user) The question is, why completed Waypoints are not cleard when using not looped FollowPath? There is a Reset option, that can be added as a step, that should clear "all completed waypoints" list, right? But it seems that it's not working. And it's not working for like 6 mounth already or even more. According to this: https://wrobot.eu/forums/topic/3266-bot-skips-waypoints/ Personally i have bought this bot mostly because of the feature that requares FollowPath to work as it should. Can you fix this please? It's really-really needed :( As a thanks, I'll buy one more lifetime key, that i will not use, if it will work :)
  11. NWM, i'll come back when i'll gather more info
  12. But i have tried to turn Repair options Off. Repair turned On only during the first try. Second try (second part of the video) i do it with Repair Off, but result is the same. You can see it in the log as well First try: http://prntscr.com/gimmov Second try: http://prntscr.com/gimoba UPD 1: Went back, repaired and have tried same path with 100% durability. Same problem. UPD 2: Have tried similar path but with different vendor. It works fine. More then that. It works in both cases: if Repair oprtion turned On or turned Off. And it even works with damaged equipment, just skips repair phase (as it should) and sell stuff. So the problem exists with that only vendor, that i have sent to you. Can you please check him?
  13. Here is the log, and i have also send a video and quest profile i have used 7 сен 2017 19H29.log.html
  14. Sure, will do detailed sample with video and test profile when i'll be back home.
  15. Sure. http://prntscr.com/gi7737 Seems like It always returns "TimeLeft" == 0, for all buffs. Have not noticed this at first time
  16. Same with drinks, i have placed 2 npc in profile, one with drinks (Vendor type), another with repair (Repair type). Bot just sell everything to the second npc and don't buy any drinks from the first one
  17. This will not work. Bot will move to the closest NPC (that can't repair) and will try to repair from him. After ~10 seconds he will realize that he can't repair here, and will not sell anithing to that vendor as well. Will just quit it. The problems are: 1) Bot first try to repair from vendor (no matter what type of vendor is that) 2) Bot is not selling stuff if he can't repair from vendor (even is that vendor can't repair items at all) Is it should be like that or that's a bug?
  18. If i get it right, in your example double cooldownTimer Will be a constant, right? But the problem is, it may be different, it's not a constant for the same spell. Spell may be different level (lvl 1 heal may be 1,5s cast and the same lvl 6 spell may be 3,5s cast). Spell cast time may be buffed by talants, or may be not buffed, depending on character. Cast time may be hited back by incoming damage or kicked. If it was hitted back, delay should be longer, if it was kicked, it should be shorter. In a word, it's complicated.
  19. It seems not working. It should return ms but so if i check: if (ObjectManager.Me.BuffTimeLeft("Thorns") <= 10000) { Thorns.Lounch(); } it always true and it rebuff thorns nonstop. Same for: ObjectManager.Me.BuffTimeLeft(new List<uint> { 9910 }) <= 1000 and same for: ObjectManager.Me.BuffTimeLeft(new List<uint> { 9910 }) <= 1
  20. Is there a way to use two vendors? For example, repair from one and buy drinks from another. Or 10 times sell stuff to one vendor (close one) and more rarely go to another vendor for repair.
  21. Okay, it's not working. Not the code itself, it works perfectly. Thank you. But not the events. They are not what i expected. PLAYER_REGEN_ENABLED happens after every combat, even if you don't need to regen, so it's not like "Am i need to regen?" more like "Lets check do i ned it or not" So any action that happenf with condition id==PLAYER_REGEN_ENABLED will happen after every combat. But will not happen after resurection or bot satart. The problem is, you may need regen not only after combat. For example after you have buffed or healed or casted something while run or just have resurected. That's what i'd like to check. The only solution that i can imagine right now is to check in a loop: is your current mana less then you regenerate mana setting? And same for health. And if it's true, force-regen somehow. Don't know how. Any advices maybe?
  22. Thank you for your answer. Yes, it's your code that i don't understand. :) As well as c# in general, lol Will try to rework it today as you said, thank you. I'll come back later if it still will not work.
  23. Thank you for your answer. Unfortunately this will not work. Elevator distance is always the same in vanilla, so we can't detect is it here or not, it's just static. But i will try to build a workaround, using your sample, thank you.
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