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Findeh

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Posts posted by Findeh

  1. Blacklist zone by hands. This is the only working way so far. No plugin will do that for you in a good way.

    9 hours ago, shaded said:

     Is this a pathfinder issue?

    Pathfinder issue is when your bot endlessly running in to the mountain, or wall, or in to the blaze in the middle of the city, because next path waypoint is inside that obstacle.  What it does ) And this is much more fun than a group of mobs.

  2. Yeah, but there is no WoWUnit method like CreatureType, that's the problem. And the only lua code i was able to find returns creature type of my target also ?

    Im doing something like this:

    var mobsList = new List<WoWUnit>();
    mobsList.AddRange(ObjectManager.GetObjectWoWUnit().Where(u => u.Type != WoWObjectType.Player && u.blah-blah-blah).ToList());

     

  3. 17 hours ago, Ordush said:

    Then click tools and Custom Scripts

    This is great, thank you!
     

    17 hours ago, Ordush said:

    It's not the perfect solution but it will work until i release a more permanent better fix.

    Sounds as good solution to me, if it will work, and will not be to resource consuming it may stay as it is. Will try it tooday. Thank you once again

  4. DP.CheckArea(x, y, z, range) also check for a critters. Can you fix that please?
    There is wManager.Wow.ObjectManager.WoWUnit.CreatureTypeTarget that returns String "Critter" if it's a critter, or you can also check for a unit level.

    In current state this funcion is not working because in every dungeon will be tones of critters.

  5. 21 hours ago, Ordush said:

    You are literally telling wow that it can use at max 200 mb of ram.

    This is a little incorrect. This variable is not "how much wow can use" it's "how much addones can use". Have set it to 900, but i'm not sure how it should affect that spam during instance reset.

  6. 17 minutes ago, Ordush said:

    Did you increase the memory?
    The party spam, is not supposed to happen. Mine doesn't do it. So i will have to find out why it's doing it to you. It's hard to fix something i can't replicate. ?
    Also you being kicked is not normal behavior sounds like the server you are playing on has some strict rules. Just want to point out that it's not entirely my plugin that is the root of your issues. However. I will look into using the addon channel instead. Only problem with that is that some servers has it disabled. ?

    1) Yes, i did. To 200. As i sayd, i will test it again when group leader will not disconnect after every run.
    2) Maybe you sould test it not at your own private realm? Also, why do you need that say in chat function in a first place?

    I'm not trying to be rude or something (i may sound rude, because my english is bad, sorry if i do), but in current state it looks alittle unfinished thats i'm trying to point what seems to me alittle broken.

  7. 23 hours ago, Ordush said:

    Usually it's an addon that causes wow to reloadUI. Guess you are using questie?
    It's generally a bad idea to run wrobot with ANY addons. ?
    Turn off your addons and set max memory to 999 and i'm sure it'll stop reloading UI. ?
    My fightclasses are reloadUI proof, but my dungeon bot is not. It will take a lot of work to make it that, i will get there asap.
    Anyway wow is obviously not supposed to do reloadui lol ?

    Okay, i've tested it. Same problem happens without any addons on at any of group members.
    Also, maybe it happens because group leader is disconnected after every run, wich also make his Wrobot Dungeon frame do broke. So maybe it will better to start with fixing that issue, maybe it will fix the other one.

  8. 8 minutes ago, Ordush said:

    It's definitely not my plugin, ReloadUI() is not anywhere in my code.
    I've heard people having these issues with FNV's quester back in the day.
    It's definitely a memory issue. Have you tried increasing the memory to 999?

    It's not a reload, it's a crash, it seems. I will turn all addones off and report back.

  9. 4 minutes ago, Ordush said:

    Usually it's an addon that causes wow to reloadUI. Guess you are using questie?
    It's generally a bad idea to run wrobot with ANY addons. ?
    Turn off your addons and set max memory to 999 and i'm sure it'll stop reloading UI. ?
    My fightclasses are reloadUI proof, but my dungeon bot is not. It will take a lot of work to make it that, i will get there asap.
    Anyway wow is obviously not supposed to do reloadui lol ?

    No, i'm not using questie. Only map coords, one addon for AH and one for mails. And i'm currently running 20 more bots with the same addons. They never do the same thing, that's why my guess was that's plugin thing.

  10. Sometimes while at normal run at a random bot UI just reloads (you will see a loading screen the same way if you will type "/reload" ingame) and after this there is no more Wrobot Dungeon frame:
    image.png.55490608ef0c7c8379dcb6f1d2b9af07.png
    Wich will cause an lua error:
    image.png.c6c357421d55d6e3841f381622f93536.png

    And the only way to fix this is to stop that bot, type "/reload" by hands and then start the bot again.

    Usually that things happens after 1-2 runs. Good news is that it seems that bots are still running with that error, but i still not sure that it will not cause any crashes later on.

     

  11. This have been discussed like 20 times already during like 2 years at least, but still, there is no good solution for this, as far as i know.

    So the problem is, wrobot will cast spell with the cast time twice in a row sometimes (Very often, to be fair).

    Base example, if have condition like:
     

    if (Target.HealthPercent <= 60)
    {
    	HealingSpell.Launch();
    }

    There is prety high chance that when Target will reach 60% hp that's what will happen:
    1) You will start to cast Healing Spell
    2) You will heal the target to 100% health
    3) While target is at 100% health you will start to cast the same Healing spell again, that will be just a mana waste.

    And there is no way to really fix it "normal way", without adding enormous delays in your rotation. Atleast i can't.

    Maybe i'm wrong, feel free to point me at right code direction ?

    So my proposition is, maybe, we can have some way to preven spell to be casted 2 times in a row with the .lauch(parameter) method?

    Something like: "If SpellName have been casted successful, then prevent SpellName to be casted for N ms".

    Thank you.

     

  12. Today characters can't get back to RFC after death, sometimes everything okay, but most of the times they just standing near the entrance and not going in. Seems like it happens if they died at the second part of the dungeon.

    23:05:39.916 - [Resurrect] Player dead
    [N] 23:05:45.951 - [Path-Finding] FindPath from 1808,503 ; -4410,25 ; -18,67914 ; "None" to 1816,76 ; -4423,37 ; 1,710938 ; "None" (Kalimdor)
    [N] 23:05:46.150 - [Path-Finding] Path Count: 2 (25,61379y, 198ms)
    23:06:17.202 - [Resurrect] Player dead
    [N] 23:06:23.232 - [Path-Finding] FindPath from 1808,503 ; -4410,25 ; -18,67914 ; "None" to 1816,76 ; -4423,37 ; 1,710938 ; "None" (Kalimdor)
    [N] 23:06:23.233 - [Path-Finding] Path Count: 2 (25,61379y, 0ms)
    23:06:54.687 - [Resurrect] Player dead
    [N] 23:07:00.823 - [Path-Finding] FindPath from 1808,53 ; -4410,303 ; -18,68021 ; "None" to 1816,76 ; -4423,37 ; 1,710938 ; "None" (Kalimdor)
    [N] 23:07:00.823 - [Path-Finding] Path Count: 2 (25,61379y, 0ms)
    23:07:10.104 - [Resurrect] Player dead

  13. Completley stupid question.

    How wManager.Wow.ObjectManager.ObjectManager.GetUnitAttackPlayer() decides, is a Unit attacking or not? If i have read the code right, it just adds everything around me to the List and then removes from that List everything that is 70f away from me. Am i right?

    I'm asking because i need to check not only number of units attacking me, but also attacking my group. Will function:
    wManager.Wow.ObjectManager.ObjectManager.GetNumberAttackPlayer()     (that is using GetUnitAttackPlayer())
    return the right number for that goal, or will it return only those units that attacking me, excludeing those who attacking group members?

  14. Good day. As always, sorry please for my english.

    As a title says, need to change target during the fight.

    Not once and not for one cast only. Need just change it and continue FightLoop rotation at new target, then, maybe, some time later, change it for another target, or maybe change it back to the first one.

    The problem is, wrobot changes target back while at FightLoop. And if i'm canceling the FightLoop, wrobot will not rotate fightclass and other fight-loop-things on a new target.
    If i'll set cenceleble back to false (to start the FightLoop), wrobot will change target back to the first target (atleast that's what my bot did, maybe i'm doing it wrong)

    Right now the only idea i have is to cancel FightLoop, blacklist current target, change the target and start FightLoot again. But this may cause problems if i'll need to change target back to the first one again. I can add a timer for blacklisted target, but it might be to short or to long.

    Maybe someone have done thing like that befor? Any advices will ba much appriciated.

  15. My fightclass does not engage by itself, it's just scan group members, and check their conditions, if they need a buff or heal, it targets that group member, and heals / buffs him. No offensive spells or routine. But after the first heal is casted at any party member who is in combat, healer also enters the combat and wrobot starts to target random mob.

    Yeah, i've seen your plugin, but it uses party mode for a follower (healer) wich is, if i'm remember right, works not same as a quester and not targeting random mobe if he is in combat, right? I might be wrong, used it only for a short time long ago.

  16. Good day. As always, sorry in advance for my english. Hope it will be readable.

    I'm using group right now, with a quester product (all group members are at quester product). Everything seems fine except for a healer. Out of combat he is healing fine, but when my group engage combat with a group of mobs, healer is trying to target one of the mobs and fight him. He is not running to the mob, or cast any spells at the mob, because my fight class don't let him, but he is constantley targeting mobs. And when he is targeting mobs, he is not healing the tank.

    It looks like this: Healer targets tank to heal him, then instantly targets mob, starts healing spell, heal himself (because his target is a mob, not a tank), targets tank again, instantly after that targets mob again and repeat everything. As a result, tank dies, and then all group also dies.

    So i'm looking for solution. There was two ideas:

    1) To heal without targeting (with CastSpellByName lua), but it's not working in vanilla, it seems. Or i can't make it work for some reason. Even if i just type ingame:
    /script CastSpellByName("spellName", "target"); It's starts spell, but not casting it on the target. No matter what target is, "partyN" or just a group member name. Maybe i'm using it wrong?

    2) Stop healer "auto targeting hostile targets" from within fight class. Then he will be able to cast spells at group members. But again, i have no idea how to stop wrobot autotargeting during combat function. I have searched for any "It's a healer" functionality from a party bot, but haven't find any

    First method is of course preferable, but second one will also do the thing. Any ideas, or correct lua function instead of mine, or just help are much appreciated. Thank you.

     

     

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