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Found 10 results

  1. Version


    SmoothMove To This plugin offers smoothed paths with manual key input in order to achieve a natural movement with strafe and facing like from a player. Settings can be changed via a simple gui Note: - keyboard moving / strafing is not available for flying - fully supported versions with keyboard moving and strafing are available on 1.12.1, 2.4.3, 3.3.5a, above it supports only smoothed paths - this plug
  2. Hello, I find my problen in bug tracker, dev said it will be fixed, but it is here for now. When caster finish the cast the string appears in log: [D] 11:23:53 - [MovementManager] Avoid wall: StrafeLeft not 100% of casts but offten. and but is jumping.
  3. Hello. @Droidz can we do something with [N] 05:44:27 - [MovementManager] Think we are stuck [N] 05:44:27 - [MovementManager] Trying something funny, hang on Cause it looks like 100% bot, every caster has this bug, after each first cast when starting the combat. bot spams: 05:44:24 - [Fight] Player Attack Young Wolf (lvl 1) [F] 05:44:26 - [Spell] Cast Fireball (Fireball) [N] 05:44:27 - [MovementManager] Think we are stuck [N] 05:44:27 - [MovementManager] Trying something funny, hang on Only 3 seconds after target-cast. and still bot thinks he's stuck I cant disable unstucker,an
  4. Hello, I'm writing a plugin for Blood of Sargeras exchange and I want to use it in pair with Gatherer, but if I try to pause Gatherer product and make plugin go on a custom routine GoTo tasks do not work, is there a proper way to supress main product or insert a custom function into main Engine with priority higher than Gatherer? Thanks in advance.
  5. Hi, is it possible to "intercept/override" the "move-to-gather node" state of gatherer? I want to add some basic anti-stuck when flying to a node via a plugin. Like ascending / strafing some yards when distance to the gathe rnode does not change for like 5 seconds. Thanks for any help
  6. HI, 1.) please see attached a log and a screenshot of my dead druid trying to reach its corpse endlessly, running against an obstacle. (see screenshot) a simple hit onto the spacebar (lifting the char a few meters) solved the stuck. I understand that they may be situations where unstuck does not succeed. But after like 30 seconds it shoud then try again (by clicking "return to corpse") or rezz at GY with sickness. 2.) also you can see in the log: Although I disabled every attacking/fighting etc when farming in the options, and NO plugins installed there are
  7. 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?
  8. Sometimes when the bot approaches a herb/ore, it will try to collect it but the terrain is too sloped so my char will 'slide' a bit down the slope. But the bot will think the mining was succesful and move on. Is there a way to prevent this?
  9. Dear community, i have two questions, one about movement after cast a spell and second attack a mob only if he stands alone in radius x. Movement At the moment my mage casts Frost Nova if the target is to close (equal or less 10). After Frost Nova my mage casts Blink if the target gets Buff "Frost Nova" to get away from him. Without blink my mage stay in front of the mob and casts his spells. Doesn´t look "natural"... And sometime he blink into te next mob... hehe, banzaaaaiiii! How can i tell my mage to step back if the target is infected by Frost Nova? Thanks a lot. Maybe you co
  10. I'm building a custom profile/healing fight class for PvP and the Battleground Free State is force targeting hostile players and trying to attack them in the short window between targeting the intended friendly target and casting the heal spells. Along with the targeting, the forced movement is messing with the class as well. Is there a way to force stop the movement and fighting until re-enabled by a function? As in: Me.InCombat = true; Battleground.Dispose(); ...fight class with personal movement and targeting... Me.InCombat = false; Battleground.Run(
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