Everything posted by Weer36
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fake load assembly
Doesn't matter its mistake in post. For clarity: when I run fake profile like: <QuestsSorted Action="RunCode" NameClass="robotManager.Products.Products.LoadProductsWithoutInit("Gatherer");" /> <QuestsSorted Action="LoadProfile" NameClass="my_profile_with_thread_of_product_change.xml" /> then assembly Gatherer.dll have time to load. Same successful result, if I manually select Gatherer product in UI, then select back Quester "my_profile_with_thread_of_product_change.xml"
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fake load assembly
Hi everyone! I'm trying to change product inside plugin with running quester profile or just inside quester profile with following code: new Thread(() => { wManager.Plugin.PluginsManager.DisposeAllPlugins(); robotManager.Products.Products.DisposeProduct(); robotManager.Products.Products.LoadProducts("Gatherer"); robotManager.Helpful.Gatherer.Bot.GathererSetting.CurrentSetting.ProfileName = "123.xml"; robotManager.Products.Products.ProductStart(); }).Start(); But robotManager.Helpful.Gatherer is not accessible, cuz Gatherer never started before and assembly not loaded yet. Adding smth like Products.LoadProductsWithoutInit() won't help. Is exist any solution instead of making fake profile with Gatherer preload?
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run plugin before engine starts
Is it possible to run my plugin before Quester's GoToTown runs, for example? Fight class written in c# instead of standard plugin is good alternative ?))
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LongMoveGo
Bot successfully avoiding obstacles with simple GoToTask.ToPosition(x,y,x,"Flying") method. What the difference?
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LongMoveGo
What's the code inside subj? It interrupts by fight as well as GoToTask.ToPosition() As far as I noticed is automount
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Pathfinder Z coordinate tolerance
20 for each? Why is no one cylinder from hell to heaven (without Z-check)?
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Pathfinder Z coordinate tolerance
What is tolerance for Z coordinate inside pathfinder for each type of TypeArea ? In my experiments POLYAREA_BIGDANGER has not infinite height of cylinder, so I forced to play with Z on Blackspots for make Pathfinder avoid it in mountains or oceans
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OnPathFinderFindPathResult
Yeap, with other charachter's position it runs once o_O. Ok nvm then
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OnPathFinderFindPathResult
Just ran it in development tools window for clean test. Ingame it throws sometime 4-5 events for one ToGo point during usual questing or gathering or any else pathing.
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OnPathFinderFindPathResult
I subscribe to subj event, and surprised for minumum 2 times calling it for simple path task wManager.Wow.Bot.Tasks.GoToTask.ToPosition(new Vector3(-5470.455, -2890.753, 350.0887, "None")); [N] 06:56:21 - [Path-Finding] FindPath from -5466.455 ; -2879.753 ; 350.0887 ; "None" to -5470.455 ; -2890.753 ; 350.0887 ; "None" (Azeroth) [N] 06:56:21 - [Path-Finding] Path Count: 3 (15.88784y, 111ms) [D] 06:56:21 - [myDebug] OnPathFinderFindPathResult [N] 06:56:21 - [Path-Finding] FindPath from -5466.455 ; -2879.753 ; 350.0887 ; "None" to -5470.455 ; -2890.753 ; 350.0887 ; "None" (Azeroth) [N] 06:56:21 - [Path-Finding] Path Count: 3 (15.88784y, 0ms) [D] 06:56:21 - [myDebug] OnPathFinderFindPathResult Isn't should be once?
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LatencyMin/LatencyMax
What is default values of them ? - nvm, I can read it )) What for engine.framerate then?
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LatencyMin/LatencyMax
What is default values of them ?
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LatencyMin/LatencyMax
So the only option for lower CPU consuming is engine's framerate ? Besides ingame performance
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LatencyMin/LatencyMax
Hello everyone, especially DroidZ! How works subj under the hood? It used for like Usefuls.Latency => return Random(LatencyMin, LatencyMax) or Thread.Sleep(Random(LatencyMin, LatencyMax)) or smth? If Engine.StartEngine method has default 16fps framerate, so LatencyMax should be less than 625ms ? I want to understand, how to tune LatencyMin & Engine.framerate for lower CPU using, meanwhile fighting with lowest latency between hits.
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Can't get why CanCondition ignores
Thats way works fine, just tried to understand how it should works correctly. Thanks.
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Can't get why CanCondition ignores
Tryed, but can't see that bot checks CanCondition: tested it with <CanCondition>Logging.WriteDebug("123"); return true;</CanCondition>
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Can't get why CanCondition ignores
<EasyQuest> <Name>easy</Name> <QuestType>KillAndLoot</QuestType> <QuestClass xsi:type="KillAndLootEasyQuestClass"> <HotSpots> ... </HotSpots> <EntryTarget /> <IsGrinderNotQuest>false</IsGrinderNotQuest> <IsHotspots>true</IsHotspots> </QuestClass> <CanCondition>return true;</CanCondition> <IsCompleteCondition>return false;</IsCompleteCondition> <RepeatableQuest>false</RepeatableQuest> <NotRequiredInQuestLog>false</NotRequiredInQuestLog> <PickUpQuestOnItem>false</PickUpQuestOnItem> <PickUpQuestOnItemID>0</PickUpQuestOnItemID> <GossipOptionRewardItem>1</GossipOptionRewardItem> <RequiredQuest>0</RequiredQuest> <MaxLevel>100</MaxLevel> <MinLevel>0</MinLevel> <WoWClass>None</WoWClass> </EasyQuest> I'd read about NotRequiredInQuestLog: when you use "NotRequiredInQuestLog" WRobot ignore "CanCondition" Why EasyQuest don't start in <QuestsSorted Action="Pulse" NameClass="easy" /> ?
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amount of not looted mobs
No You don't, for hinting me about ObjectManager.GetWoWUnitLootable().Count()
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KillAndLoot EasyQuestClass
Can I manage next HotSpots point? Sometimes bot choose not the nearest hostspot
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amount of not looted mobs
Is any info in Looting state about nearest dead mobs maybe?
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CHAT_MSG_SYSTEM
tyvm! btw, EventsLuaWithArgs.OnEventsLuaStringWithArgs += ChatEvent; can't work, but EventsLuaWithArgs.OnEventsLuaStringWithArgs += (e, a) => {}; with same procedure code works fine. I'm confuzed )
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CHAT_MSG_SYSTEM
How to read message text in EventsLua.AttachEventLua("CHAT_MSG_SYSTEM", () => {})? Chat.Messages.Count is zero.
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amount of not looted mobs
Hi everybody! How to get amount of not looted mobs yet ? During mass-killing )
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DB2Reader
I didn't heart yet about db2, just investigate
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DB2Reader
What exact for wManager.Wow.Helpers.DB2Reader exists? I haven't found examples or documentation ((