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KateLibby

WRobot user
  • Content Count

    10
  • Joined

About KateLibby

  • Rank
    Member

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  • Website URL
    https://github.com/KateLibby31337

Profile Information

  • Gender
    Female
  • Interests
    Ethical Hacking, Penetration Testing, Programming, Networking, Scripting, Botting

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  1. Version 1.01

    17 downloads

    Basic Player Detector to play an alert file if someone was found nearby. I may update this further. Tested on 3.3.5a but it should work on everything i think. How to Install: Put the plugin in your plugins folder. Put the alert.wav at WRobot/Plugins/Sound/alert.wav Enable the Plugin. Purpose: I just wanted a very basic alert working before I dig into doing some custom behaviors to look more human. It will print out player-names if any are in render distance, if they stay in render distance longer than 15 seconds, you hear an alert. Note: The alert will be played every 15 minutes until all players are out of render distance. Alert is configured in a way where you can have wow minimized and sound disabled in wow client. Github: https://github.com/KateLibby31337/PlayerDetector
  2. No worries your more then welcome to use it. I wouldn't have made it public if not. I like to give back 🙂
  3. I dont know if you are still trying to do this. But I got the sample code turned into a working plugin after fiddling with it for a while.
  4. Hello, I have been struggling to create a list of all nearby players for the last few days and figured its time to ask for some help. I just don't see what I am doing wrong, it works other type "unit", the debug tools outputs all players of type "Player" but I am trying to make a plugin and my list is always just completely null/empty no matter what I try for "Player", however I am having no problems with other types like "Unit". I wrote a sample plugin to demonstrate the issue (Attached to post) here is the parts that matter. // Broken var playersList = new List<WoWUnit>(); // Init list type var ptemp = ObjectManager.GetObjectWoWUnit().Where(u => u.Type == WoWObjectType.Player).ToList(); // Get all nearby players playersList.AddRange(ptemp); // Add all players to the list string pstr = "PlayerList: " + playersList; // Get object type string pcount = "PlayerList-Count: " + playersList.Count; // Get number of entries in list Logging.Write(pstr); // Print object type Logging.Write(pcount); // Print number of entries in list foreach (var i in playersList) // For each entry in the list { string str = " plist output: " + i.Name; // Create string Logging.Write("[PlayerDetector]" + str); // Print the name of the unit } // Working var unitsList = new List<WoWUnit>(); var utemp = ObjectManager.GetObjectWoWUnit().Where(u => u.Type == WoWObjectType.Unit && u.PlayerControlled).ToList(); unitsList.AddRange(utemp); string ustr = "UnitsList: " + unitsList; string ucount = "UnitsList-Count: " + unitsList.Count; Logging.Write(ustr); Logging.Write(ucount); foreach (var i in unitsList) { string str = " ulist output: " + i.Name; Logging.Write("[PlayerDetector]" + str); } As you can see in the output, its finding player pets just fine but for some reason the same thing for players just does not work at all. (I am running this in ORG with players right in front of me) My WRobot debug tools get all objects: TestDetection1.cs Edit: Fixed Well I knew it had to be something simple I was overlooking. Apparently the code I found "GetObjectWoWUnit Where WoWObjectType.Player" was supposed to actually be "GetObjectWoWPlayer Where WoWObjectType.Player", glad I decided to randomly try that. Feel free to consider this a free sample plugin. Happy Me ♥ WorkingSample.cs
  5. I see you set "Add to settings" on every spell, just to make sure, did you also set some ranged spells to true, by clicking the gear icon next to the fight class selection? Baring that, you also have the combat range at 5 which would be the max distance the bot perfers to stay at, make it like 25 or so and it will stay atleast 25y while stuff runs up to it. Also the "Cast spell on" field on each spell is set to "none" it should be set to target for hostile spells. In general the more conditions you add (with proper logic of course), and default fields you fill out (like target type, is buff, timer, etc) the smoother it seems to all work in my experience.
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