Anyone have minigames Waypoints?
Re: Anyone have minigames Waypoints?
I think the orientation mix up is because you were looking at it from the entrance point of view and I was looking at it in the map point of view. Map orientation looks like this.
To explain a bit my functions, SEsize and NEsize basically calculates the distance of a point to a line represented by 2 of the corners. So SEsize is like an X value but at an angle and NEsize returns a Z value but at an angle (SE means to the south east and NE means to the north east).
So for example, to know if a point is along the north eastren edge, you just have to see if it's NEsize value is equal to a certain distance. On the othr hand if the NEsize value is 0 then it's along the south western edge.
To explain a bit my functions, SEsize and NEsize basically calculates the distance of a point to a line represented by 2 of the corners. So SEsize is like an X value but at an angle and NEsize returns a Z value but at an angle (SE means to the south east and NE means to the north east).
So for example, to know if a point is along the north eastren edge, you just have to see if it's NEsize value is equal to a certain distance. On the othr hand if the NEsize value is 0 then it's along the south western edge.
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Re: Anyone have minigames Waypoints?
ok this is untested but should do exactly what you want.
The 'GetAttackPosition' function should, given the x, z coords of a an edge tile, return coords for the attack position directly outwards of the tile. You can specify the distance by changing 'attackdistance '. If the coords given are not an outer tile then it will return nil.
Code: Select all
function addToNE(_x, _z, _s)
return _x + (_s * 0.9397), _z - (_s * 0.3420)
end
function addToSE(_x, _z, _s)
return _x + (_s * 0.3420), _z + (_s * 0.9397)
end
local attackdistance = 50
function GetAttackPosition(_x, _z)
local SEvalue = SEsize(_x, _z)
local NEvalue = SEsize(_x, _z)
if 1 > SEvalue then -- nw edge
return addToSE(_x, _z, - attackdistance)
elseif SEvalue > 159 then -- se edge
return addToSE(_x, _z, + attackdistance)
elseif 1 > NEvalue then -- sw edge
return addToNE(_x, _z, - attackdistance)
elseif NEvalue > 159 then -- ne edge
return addToSE(_x, _z, + attackdistance)
end
end
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Quote:- “They say hard work never hurt anybody, but I figure, why take the chance.”
- Ronald Reagan
Re: Anyone have minigames Waypoints?
the + made it error.
So I took out the + and ran it, it did 2 sides perfectly and with the tiles on the other 2 sides it said
So I think it assumes the tile isn't an outter tile, when it is.
So I took out the + and ran it, it did 2 sides perfectly and with the tiles on the other 2 sides it said
Code: Select all
Must supply at least 1 coordinate
Must supply at least 1 coordinate
Must supply at least 1 coordinate
Must supply at least 1 coordinate
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Re: Anyone have minigames Waypoints?
Code: Select all
local orderlist = {6, 12, 18, 24, 30, 36, 35, 34, 33, 32, 31, 25, 19, 13, 7, 1, 2, 3, 4, 5}
--[[
1 7 13 19 25 31
2 8 14 20 26 32
3 9 15 21 27 33
4 10 16 22 28 34
5 11 17 23 29 35
6 12 18 24 30 36
* -- entrance to room.
]]
Unless the table order is getting mixed up somehow again.
worked out the ones not being done are
1 7 13 19 25 31
6 12 18 24 30 36
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Re: Anyone have minigames Waypoints?
There was a couple of bugs in it. Try this.
I can't figure out why you are getting a different orientation. I know, I'm understanding the correct orientation because when I move toward the upper left corner of the map, both the x and z values decrease. But the strange thing is the way you display it is not only rotated but flipped as well.
Ah figured it out, I was looking at the coords at the bottom of the map but I just tried "rom/getpos" and it looks like the Z value is reversed. When the value is going up in game it, going down for the bot.
By the way that would mean the dirrections I say are wrong. So don't rely on them.
Code: Select all
function GetAttackPosition(_x, _z)
local SEvalue = SEsize(_x, _z)
local NEvalue = NEsize(_x, _z)
if 1 > SEvalue then -- nw edge
return addToSE(_x, _z, - attackdistance)
elseif SEvalue > 159 then -- se edge
return addToSE(_x, _z, attackdistance)
elseif 1 > NEvalue then -- sw edge
return addToNE(_x, _z, - attackdistance)
elseif NEvalue > 159 then -- ne edge
return addToNE(_x, _z, attackdistance)
end
end
Ah figured it out, I was looking at the coords at the bottom of the map but I just tried "rom/getpos" and it looks like the Z value is reversed. When the value is going up in game it, going down for the bot.
By the way that would mean the dirrections I say are wrong. So don't rely on them.
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Quote:- “They say hard work never hurt anybody, but I figure, why take the chance.”
- Ronald Reagan
Re: Anyone have minigames Waypoints?
I sent in a low geared character to test the coords, worked like a charm.
On the home stretch now, just a matter of doing different things for different attck styles.
melee -- already works
ranged -- just increase attackdistance to 50 at top of WP, can do an if, else for it. Casters could make an instant cast higher priority for now, so it will always try to use the instant cast before a long cast.
aoe -- need to think of how to deal with this.
I'll post it here, if char is melee it will run through pretty much without hassle. If ranged just change that attackdistance to 50 near the top, there is a description. If mage then need to deal with it trying to use flame on the trash, looong cast time is no good. To do list:
1. Tweak it to go faster
A. Might do a speed(70) to make getting to mobs faster when needing to attack.
B. Work out way to use skills efficiently
2. Add in check for melee or ranged and adjust the attackdistance according
3. Implement an aoe option.
4. ?? because there is always something else lol
This project sure turned into a monster, onload is about 300 lines long, with spacing for easier reading.
Literally 4 waypoints lol
No doubt be longer by the time it is actually finished.
On the home stretch now, just a matter of doing different things for different attck styles.
melee -- already works
ranged -- just increase attackdistance to 50 at top of WP, can do an if, else for it. Casters could make an instant cast higher priority for now, so it will always try to use the instant cast before a long cast.
aoe -- need to think of how to deal with this.
I'll post it here, if char is melee it will run through pretty much without hassle. If ranged just change that attackdistance to 50 near the top, there is a description. If mage then need to deal with it trying to use flame on the trash, looong cast time is no good. To do list:
1. Tweak it to go faster
A. Might do a speed(70) to make getting to mobs faster when needing to attack.
B. Work out way to use skills efficiently
2. Add in check for melee or ranged and adjust the attackdistance according
3. Implement an aoe option.
4. ?? because there is always something else lol
This project sure turned into a monster, onload is about 300 lines long, with spacing for easier reading.
Literally 4 waypoints lol
No doubt be longer by the time it is actually finished.
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Re: Anyone have minigames Waypoints?
I went in ther to have a look at the orientation. Is it just me or does it look like you are going straight up when entering the room?
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- Ronald Reagan
Re: Anyone have minigames Waypoints?
the corridoor and the tiles are same orientation, neither are along an axis though.
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Re: Anyone have minigames Waypoints?
I mean I know the coordinates are on an angle but it looks like on the map that I'm goinf straight up. Is it possible the map is on an angle in there?
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________________________
Quote:- “They say hard work never hurt anybody, but I figure, why take the chance.”
- Ronald Reagan
Re: Anyone have minigames Waypoints?
honestly i have never clicked to open map in there lol
I'll check it out.
I'll check it out.
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Re: Anyone have minigames Waypoints?
I mean the mini map.
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Quote:- “They say hard work never hurt anybody, but I figure, why take the chance.”
- Ronald Reagan
Re: Anyone have minigames Waypoints?
Does anyone know if this still works?zin40 wrote:You can use flyhack in goblin mine mini game. Just fly over gates and you dont even have to spend tokens. At the begining if you fly near goblin that takes the tokens it will start the timer and just fly to end and get the last 4 chests. This exploit worked in ch 3 but i havent tried since patch. I have 64 mage, 62 r/k, and a scout that go through it so fast I dont use this.
Re: Anyone have minigames Waypoints?
@Botique Yes, fly in Goblin still works.
My character still stands there constantly attacking the mechanisms for almost 10 seconds till they despawn
UPDATE
I confirm that the script works up to breaking the tiles. Can't confirm chest collection as 6 tiles were still intact when the timer ended. It isn't a matter of killing the mobs as I 1 shot them all. I think if it would detect that the BM's were "dead" and move on to the next I'd have plenty of time.
My character still stands there constantly attacking the mechanisms for almost 10 seconds till they despawn
Is there any check that can be added to the script or should I just add something to my profile? If it's to go in my profile what should I try because all my attempts till now fail.Fight finished. Killed 8 Bizarre Mechanism. (fight #8 / runtime 2 minutes)
Clearing target.
Player Teleported to X: 2595 Z: 3106 Y: 9
Engaging enemy [Bizarre Mechanism] in combat.
Use MACRO: ROGUE_SHADOWSTAB => Bizarre Mechanism (946/946)
Use MACRO: ROGUE_LOW_BLOW => Bizarre Mechanism (2/946)
Use MACRO: ROGUE_WOUND_ATTACK => Bizarre Mechanism (2/946)
Use MACRO: SCOUT_SHOT => Bizarre Mechanism (2/946)
Use MACRO: SCOUT_VAMPIRE_ARROWS=> Bizarre Mechanism (1/946)
Use MACRO: ROGUE_THROW => Bizarre Mechanism (1/946)
Use MACRO: ROGUE_SHADOWSTAB => Bizarre Mechanism (1/946)
Use MACRO: ROGUE_LOW_BLOW => Bizarre Mechanism (1/946)
Use MACRO: ROGUE_WOUND_ATTACK => Bizarre Mechanism (1/946)
Use MACRO: SCOUT_SHOT => Bizarre Mechanism (1/946)
Use MACRO: ROGUE_THROW => <UNKNOW> (1/946)
Fight finished. Killed 9 Bizarre Mechanism. (fight #9 / runtime 2 minutes)
UPDATE
I confirm that the script works up to breaking the tiles. Can't confirm chest collection as 6 tiles were still intact when the timer ended. It isn't a matter of killing the mobs as I 1 shot them all. I think if it would detect that the BM's were "dead" and move on to the next I'd have plenty of time.
Scout/Knight/Rogue 70/66/66
Re: Anyone have minigames Waypoints?
try adding this into the onload near the top
I can't test it as it always just 1-2 hits mob and then says it's dead and moves on, not sure why yours doesn't.
Code: Select all
function trashhp()
local target = player:getTarget()
if target.Id == 101489 then
if 10 > target.HP then
player:clearTarget();
return false
end
end
end
settings.profile.events.onSkillCast = trashhp() -- deals with trash hp.
Code: Select all
Use MACRO: SCOUT_SHOT => Bizarre Mechanism (1/946)
Fight finished. Killed 1 Bizarre Mechanism. (fight #1 / runtime 0 minutes)
Use MACRO: SCOUT_SHOT => Bizarre Mechanism (946/946)
Use MACRO: ROGUE_SHADOWSTAB => Bizarre Mechanism (1/946)
Use MACRO: ROGUE_ASSASSINS_RAGE=> Bizarre Mechanism (2/946)
Fight finished. Killed 2 Bizarre Mechanism. (fight #2 / runtime 0 minutes)
Use MACRO: SCOUT_SHOT => Bizarre Mechanism (1/946)
Fight finished. Killed 3 Bizarre Mechanism. (fight #3 / runtime 0 minutes)
Use MACRO: SCOUT_SHOT => Bizarre Mechanism (946/946)
Use MACRO: ROGUE_SHADOWSTAB => Bizarre Mechanism (1/946)
Fight finished. Killed 4 Bizarre Mechanism. (fight #4 / runtime 0 minutes)
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Re: Anyone have minigames Waypoints?
actually trying to do the onskillcast like that isn't working =(
try increasing priority on shot, Might be a thing where it goes to change to melee and mob is low hp, I notice mine always use a ranged and then melee, yours always start with melee.
try increasing priority on shot, Might be a thing where it goes to change to melee and mob is low hp, I notice mine always use a ranged and then melee, yours always start with melee.
Remember no matter you do in life to always have a little fun while you are at it ![Wink ;)](./images/smilies/icon_e_wink.gif)
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Re: Anyone have minigames Waypoints?
That's because whats in the events gets turned into a function. So if you wanted to do that, you could do it like this.lisa wrote:actually trying to do the onskillcast like that isn't working =(Code: Select all
settings.profile.events.onSkillCast = trashhp() -- deals with trash hp.
Code: Select all
settings.profile.events.onSkillCast = function () trashhp() end
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Re: Anyone have minigames Waypoints?
cool that works, kind of
MM print looks like this.
So it should be returning false before using flame but it still uses it.
Code works fine when I just put it in profile.
So it seems to me the code is being called but it doesn't affect the player:cast()
Code: Select all
function trashhp()
printf(arg1.Name.." test\n")
local target = player:getTarget()
if target.Id == 101489 then
printf("id is right\n")
if arg1.Name == "MAGE_FLAME" then
printf("return false\n")
return false
end
if 10 > target.HP then
player:clearTarget();
return false
end
end
end
settings.profile.events.onPreSkillCast = function() trashhp() end
Code: Select all
Engaging enemy [Bizarre Mechanism] in combat.
MAGE_FLAME test
id is right
return false
Use MACRO: MAGE_FLAME => Bizarre Mechanism (946/946)
MAGE_LIGHTNING test
id is right
Code works fine when I just put it in profile.
So it seems to me the code is being called but it doesn't affect the player:cast()
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Re: Anyone have minigames Waypoints?
Try this
Code: Select all
settings.profile.events.onPreSkillCast = function() return trashhp() end
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Quote:- “They say hard work never hurt anybody, but I figure, why take the chance.”
- Ronald Reagan
Re: Anyone have minigames Waypoints?
yup that works, I think I will use this in other WP aswell now, like DoD.
Hate having code in the profile skill cast unless it is someone I always want used. No point checking Id for the survival trash as you run round killing other stuff, it would just put more load on PC.
Now that is working can make the skill usage much better for survival =)
Hate having code in the profile skill cast unless it is someone I always want used. No point checking Id for the survival trash as you run round killing other stuff, it would just put more load on PC.
Now that is working can make the skill usage much better for survival =)
Remember no matter you do in life to always have a little fun while you are at it ![Wink ;)](./images/smilies/icon_e_wink.gif)
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Re: Anyone have minigames Waypoints?
I finally tried the survival script today. Here are my observations.
I did the outer edge with 2 of my characters. My scout did it well and succeeded the game. My slightly lower level light mage seemed to fail completely. I had to abort and take over manually. And it didn't finish the game in time because of that. Even the scout took too long though. It seemed to pause at each location.
I think clearing the trash is going to be so difficult that it might be a good idea to split the project into 2 parts. One clearing the tiles and two clearing the trash. That way we could come up with numerous files for clearing the trash for different classes in different ways.
As for clearing the tiles, it seemed to work well enough to complete if given enough time. I used it with 3 of my characters today. 2 things I noticed that I didn't like.
1. When teleporting to a tile it quite often teleported to the center of the tile, start digging, the casting bar would flash red, he'd shift a little in position then start digging again. It's a very small waste of time but I don't like it. If it's due to landing in the center of the tile we could try teleporting a bit offcenter and see if that helps.
2. When a mob spawns why do we teleport away from it? Wouldn't it make more sense to attack it first then teleport away instead of starting to dig at the next location only to be interrupted? There is already a findenemy before the teleport but it only looks for aggro mobs. We should just change it to attack mobs even if not aggroed. That would fix it.
I did the outer edge with 2 of my characters. My scout did it well and succeeded the game. My slightly lower level light mage seemed to fail completely. I had to abort and take over manually. And it didn't finish the game in time because of that. Even the scout took too long though. It seemed to pause at each location.
I think clearing the trash is going to be so difficult that it might be a good idea to split the project into 2 parts. One clearing the tiles and two clearing the trash. That way we could come up with numerous files for clearing the trash for different classes in different ways.
As for clearing the tiles, it seemed to work well enough to complete if given enough time. I used it with 3 of my characters today. 2 things I noticed that I didn't like.
1. When teleporting to a tile it quite often teleported to the center of the tile, start digging, the casting bar would flash red, he'd shift a little in position then start digging again. It's a very small waste of time but I don't like it. If it's due to landing in the center of the tile we could try teleporting a bit offcenter and see if that helps.
2. When a mob spawns why do we teleport away from it? Wouldn't it make more sense to attack it first then teleport away instead of starting to dig at the next location only to be interrupted? There is already a findenemy before the teleport but it only looks for aggro mobs. We should just change it to attack mobs even if not aggroed. That would fix it.
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