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Apexx

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Everything posted by Apexx

  1. Thanks guys. I will mess around with it. I appreciate your help.
  2. I am noticing the wrotation product will immediately use an ability like "Execute" if the target.HealthPercent <= 20 for example. I know there is an option for Thread.Sleep but instead of sleeping the full rotation, is there a good way to add a small random time _r.Next(300, 650) to robotManager.Helpful.Timer? And if so, how would I use it? Thanks!
  3. Alright thanks! I see a return new Spell here: public Spell GetActiveStance() { return new Spell(Lua.LuaDoString<List<string>>(@"local r = {} for i=1,10 do local _, n, a = GetShapeshiftFormInfo(i); if a then table.insert(r, tostring(n)); end end return unpack(r);").FirstOrDefault() ?? ""); }
  4. I don't mind having it there, just not spamming every time is runs the check inside my class. internal void BuffRotation() { if (ObjectManager.Me.IsMounted) return; // Check Stance } if (GetActiveStance().Id != 71 && player.IsInGroup) { if (DefensiveStance.KnownSpell && DefensiveStance.IsSpellUsable && player.IsInGroup) { DefensiveStance.Launch(); return; } }
  5. @reapler I was wondering if there was a way to disable the Log spam from this?
  6. I will have a look! Thanks for sharing.
  7. The Protection Warrior Fight Class I am making is more for those that would rather control their own character in game. Such things like targeting and initial pulling would be up to the player. However, if the user would like to allow the Fight Class to pull (Found in Settings), it was an issue with Wrath of the Lich King that once the initial targeted mob died, the in-game auto target feature continuously makes my character go as long as there are mobs around me (despite setting the advanced settings for eating at certain health percentage) because of how quick the auto target reacts.
  8. I can add those checks. What do you mean get in trouble?
  9. You would think using player.inCombat would register that effect. *EDIT* modified !player.inCombat to player.inCombat
  10. /console stopAutoAttackOnTargetChange 1 I wonder if there is another cvar close to this to disable Auto Targeting all together.
  11. It appears to be happening in Wrath of the Lich King. I turned the bot off, disabled all addons, and checked settings. When I initiated combat with one unit (surrounded by other units not in aggro range) and killed the mob, If I was to continue mashing the ability buttons, it automatically targets the next mob around me despite not being in combat anymore.
  12. Awesome! That worked out great, thank you again @reapler!
  13. Would it be possible to add GetStance() or something similar into the WoWLocalPlayer class? Some combat rotations require different stances, and it would be nice to be able to access the current stance from within the built in class itself. Thanks!
  14. I am curious if WRobot targets units around the player on its own. It seems that once I finish combat with a unit or multiple units, I immediately target the next closest unit around me. Maybe I missed an option in Settings somewhere? Thanks!
  15. Very cool! Thanks for the reply! I will definitely test this out and report back with any issues or questions.
  16. I am wondering if this if-statement will return a random time of interrupting an interruptible spell from my target using C# custom fight class: if (ShieldBash.KnownSpell && ShieldBash.IsSpellUsable && ShieldBash.IsDistanceGood && Fight.InFight && target.CanInterruptCasting) { System.Threading.Thread.Sleep(robotManager.Helpful.Others.Random(0, target.CastingTimeLeft - 350)); ShieldBash.Launch(); Thread.Sleep(SpellManager.GlobalCooldownTimeLeft()); return; }
  17. I am using Visual Studio 2013 with .Net Framework 4.5 Before you guys supplied me with the Namespace System.Linq reference, I managed to get my rotation working using private int HostileUnitsInRange(int range) { var unitAttackPlayer = ObjectManager.GetUnitAttackPlayer(); if (unitAttackPlayer.Count <= 0) return 0; var hostileUnitsAttacking = unitAttackPlayer.FindAll(u => u != null && u.IsValid && u.IsTargetingMe && u.GetDistance <= range); return hostileUnitsAttacking.Count; }
  18. Unit Attack Player Near Number: 3 Radius: Melee range might be 5 yards Type: BiggerOrEqual
  19. I believe the option you are looking for is: Hostile Unit Near Let's say you want to pull at least 3 mobs. Number: 3 Radius: Search range [Groups of mobs might be in closer proximity. 10 yards or so] Type: BiggerOrEqual
  20. Thanks @Matenia for the assist with the count issue! I am going to try it out now. Error: 'System.Collections.Generic.List<wManager.Wow.ObjectManager.WoWUnit>' does not contain a definition for 'Where' and no extension method 'Where' accepting a first argument of type 'System.Collections.Generic.List<wManager.Wow.ObjectManager.WoWUnit>' could be found (are you missing a using directive or an assembly reference?)
  21. Wow, I feel so dumb right now.. I should have known that. Thank you, @Droidz
  22. Excellent response! Thanks so much, @reapler! I will try this out soon.
  23. Hey, in c#, how can I test the time that has passed from combat start? Thanks!
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