Everything posted by Memus
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A wish for implementation of two useful methods
Nothing on this? Since both WoWUnit and WoWGameObject are derived from WoWObject maybe IsGoodInteractDistance and NpcMarker should be declared and implemented by WoWObject? Both are clearly visualized in-game. Highlighted cogwheel cursor and big exclamation/question mark above object.
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A wish for implementation of two useful methods
You're mixing WoWUnit up with WoWGameObject type.
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A wish for implementation of two useful methods
Yeah, but that's not what I'm after. 1. I wan't to see if an object has a quest available with the NpcMarker property. 2. I wan't to know if we're within interact distance of the object to interact and accept the quest. GetDistance isn't reliable since objects can vary ALOT in size. For ex. 4 yards might be perfect for smaller object but unreachable for bigger objects (if the objects radius is wider that 4 yards). An alternative to implementing IsGoodInteractDistance for WoWGameObject can be if WRobot can tell us the size (radius) of the object so we can implement it ourselves. Clearer now? :)
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A wish for implementation of two useful methods
Thanks, but please read my post again ?
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A wish for implementation of two useful methods
Would be super if you could implement NpcMarker and IsGoodInteractDistance for the type WoWGameObject? Thanks :)
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Left click unit
ObjectManager.Me.Target = unit.Guid; Triggers interact/autoattack on hostile/neutral unit which is too annoying to live with. The Mouseover solution is what I'm using right now but I consider that as an workaround. I want a clean solution, as in Vanilla with the inject code.
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Left click unit
Got a working example of this for 3.3.5a? Changing $"call {0x489A40}" to $"call {0x524BF0}" does not suffice :S
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Looting inventory item containing quest items
Thanks mate! I tried that approach but i didn't work... And know I see why... As sloppy as I am, I used "System.Windows.Forms.Keys.Shift" instead of "System.Windows.Forms.Keys.ShiftKey" Embarassing :S
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Looting inventory item containing quest items
I have the same problem. Any working solution?
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FiniteStateMachine
Nevermind. Found the Engine.StartEngine ignoreIfAlreadyLaunched parameter :)
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FiniteStateMachine
This code: engine = new Engine(false); engine.States.Add(new SpellState("Power Word: Fortitude", 11, c => !ObjectManager.Me.HaveBuff("Power Word: Fortitude"), true, false)); engine.States.Add(new SpellState("Divine Spirit", 10, c => !ObjectManager.Me.HaveBuff("Divine Spirit"), true, false)); engine.StartEngine(15); Only the first/highest prioritized SpellState gets evaluated... No matter what. How can I make the engine process more than one state of a particular type?
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WoWUnit.Target()
Aye. Tho the ObjectManager.Me.Target property works for targeting. Ie ObjectManager.Me.Target = WoWUnit.Guid
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WoWUnit.Target()
Hi. I can't find a target method for WoWUnit. So how about a WoWUnit.Target()?