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liquidsnake1989

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Posts posted by liquidsnake1989

  1. Yep, that option is already enabled, but I dont think it would have much effect if it was disabled, since the bot will already have dismounted before engaging the mob.

     

    It goes like:

    Bot is following your profile path
    Bot detects herb/ore
    Bot calculates route to the herb/ore
    Bot moves towards the herb/ore it detected
    Bot aggro's a mob on his way to the herb/ore, but does not engage 
    Bot arrives at herb/ore
    Bot dismounts (I guess to perform herbing/mining on the herb/ore)
    Bot 'detects' that it is in combat, and wants to engange the mob he is in combat with. Since he is no longer mounted, the option 'ignore fights during mount' won't help I figure.
    The mob has been following the char for too long, so he goes in 'Evade'-mode and runs back to its original place
    Although the Floating combat text 'Leaving combat' appears, the bot still believes he has to kill that mob
    Bot keeps following that mob/hitting that mob (which is useless because he's Evading) until the mob is back on his original place and he can finally kill him
    Bot will run back to the herb/ore
    Bot will mine/herb 

     

    In pseudo code, the current situation would look like this:

    function gatherNode() {
    	if (me is in combat) {
    		engage mobs
    	}
    
    	gather herb/ore node
    }

     

    So all that's needed is change the IF to WHILE. It is obviously a bit more complicated than that but you get the idea:

    function gatherNode() {
    	while (me is in combat) {
    		engage mobs
    	}
    
    	gather herb/ore node
    }

     

  2. When my char is walking (mounted) towards a node, it sometimes gets into combat before he gets to the node. When he is at te node, he turns around to kill the mobs he is in combat with. But sometimes those mobs are already evading and returning to their spot. Still the bot tries to attack them, following them all the way back to their spot. This doesn't only look stupid but it is also completely unnessecary. The option 'Attack before being attacked' is OFF, the advanced option 'Dont start fighting' is ON. 

     

    How can I solve this

  3. 54 minutes ago, Matenia said:

    You can use the quester and use a CompleteCondition of having reached a certain zone name or whether "return new Vector3D(x, y, z).DistanceTo(ObjectManager.Me.Position) <= 5".

    Since using the Quester product I could understand you are able to use some more advanced features. Would it be possible to interact with a Flight path NPC, and use that as a check to finish the profile? 

     

    So: You move from A to B (B being the flightpath NPC in some town). Once you get there you interact with the NPC thus 'exploring' the flight path. After that, the profile should close.

    Could you perhaps show me some examples on how this could work? Would be greatly appreciated!

  4. I like to automate some dreadful things like that first time your character has to go to Menethil Harbor. Walking from Ironforge all the way to Menethil Harbor is boring, so why not make a profile that will walk your char there for you! Great!

    But how? I already used the 'Gatherer' profile creator to create a profile from A to B. And that works, if you set 'gather herbs' and 'gather ores' OFF. The only problem is, once he arrives at B, he wants to go back to A again!

     

    So what 'product' and profile do I need to simply walk from point A to B, and stop the bot once he gets at point B?

  5. When the bot tries to move to a herb/ore node and it flies against a tree or hill or something, it takes too long to detect he is stuck. It takes about 10 seconds before the log sais: 
    [N] 18:58:02 - [MovementManager] Think we are stuck
    [N] 18:58:02 - [MovementManager] Trying something funny, hang on

    Most of the times, it will also 'give up' the node and just move on.

     

    Is it possible to adjust the time it takes before the bot tries an un-stuck movement?

  6. I'm currently trying out WRobot to see if it fits my needs. I was able to find a Combat Routine for feral druid somewhere online, and also some herb/mining profiles. 

    Now, WRobot is basicly doing a fine job, but as soon as the bot detects an ore node or a heb, it flies directly towards it, in a straight line. More than often does this lead to problems, for example if there's a hill/mountain between my char and the target. Or a tree, or whatever. 

    I can't imagine other people don't encounter these problems as well, does anyone know a fix for this?

  7. Although I do not have a solution, I do have it narrowed down a bit. I'm using a Windows 10 machine on which WRobot didn't work. I also have a virtual machine with Windows 7 on which WRobot did work. So I'm guessing it has something to do with the .NET version that comes standard with Windows 10. 

    I have not yet been able to find out how to remove this pre-installed version of .NET.

  8. Today I downloaded the WOTLK version of WRobot to give it a try. Thankfully I can use the TRIAL serialkey exactly for that! :D

    I went to Hellfire Peninsula and used the built-in profile recorder to record a profile. After that I made a very simple Fight class (Druid Feral). However, I can press 'start' whatever I want, but nothing happens. 

    I attached the log from WRobot.

     

    Can anyone tell me what this is and how I can actually use WRobot on a Private WOTLK (v 3.3.5a) server?

    25 jul 2017 08H45.log.html

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