Creating Paths
Creating Paths
Why is it when i create a path for a instance i can get it to auto invite, go into the instance update character but then it jumps to the last waypoint?
also the bot does not even come close to where i made the paths ....its like there off by 10 steps and every time it runs it does not follow the same path , this is becoming very complexed to keep the bot farming in small areas ....any ideas would be very help full please
also the bot does not even come close to where i made the paths ....its like there off by 10 steps and every time it runs it does not follow the same path , this is becoming very complexed to keep the bot farming in small areas ....any ideas would be very help full please
Re: Creating Paths
ok this DID NOT worked after going into the instance
__WPL:setWaypointIndex(1);
it moved to a number i dont even have as a way point
__WPL:setWaypointIndex(1);
it moved to a number i dont even have as a way point
Re: Creating Paths
the bot isn't very good at small places with close together waypoints, it might sound funny but if you put any code in a waypoint the bot will pause at that waypoint for a split second before continueing, I use this to get around tight small places.
The reason is because the bot is doing calculations with speed and distance travelled to target distance and so on, so if you only take a few steps between 2 waypoints it doesn't have time to actually make those calculations accurately.
As for why your WP is going to different waypoints then you want, no idea. I'd have to see the code to tell you what is wrong with it. Also a copy of the MM print would help aswell.
The reason is because the bot is doing calculations with speed and distance travelled to target distance and so on, so if you only take a few steps between 2 waypoints it doesn't have time to actually make those calculations accurately.
As for why your WP is going to different waypoints then you want, no idea. I'd have to see the code to tell you what is wrong with it. Also a copy of the MM print would help aswell.
Remember no matter you do in life to always have a little fun while you are at it
wiki here http://www.solarstrike.net/wiki/index.php?title=Manual
wiki here http://www.solarstrike.net/wiki/index.php?title=Manual
Re: Creating Paths
Maybe you have a value set for WAYPOINT_DEVIATION in your profile.
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Re: Creating Paths
thanks for replying is there any way to Pin Point a spot where the Bot will hit every time .....
iam asking becuase iam useing your function from one of your instance waypoints made by : Lisa, M4gm4, and all other tester, i have it run to the spot in front of the instance door then execute your function findzi... works great who ever created it but .if it does NOT hit the same spot every time it, puts the bot in repeat mode looking but throws it off later.
iam asking becuase iam useing your function from one of your instance waypoints made by : Lisa, M4gm4, and all other tester, i have it run to the spot in front of the instance door then execute your function findzi... works great who ever created it but .if it does NOT hit the same spot every time it, puts the bot in repeat mode looking but throws it off later.
Code: Select all
function findzi()
keyboardHold( settings.hotkeys.MOVE_FORWARD.key )
yrest(400)
keyboardHold( settings.hotkeys.MOVE_FORWARD.key )
yrest(500)
keyboardRelease( settings.hotkeys.MOVE_FORWARD.key )
waitForLoadingScreen(10)
yrest(500)
local getinlvl = sendMacro('GetInstanceLevel()')
if getinlvl == ("easy") then
zid = 128
elseif getinlvl == ("normal") then
zid = 127
elseif getinlvl == ("hard") then
zid = RoMScript("GetZoneID()");
sendMacro('SetInstanceLevel("easy")');
cprint(cli.blue, "Instance Lvl change to easy\n")
end
-
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- Joined: Wed Aug 03, 2011 7:37 pm
Re: Creating Paths
just a quick side-note,
I find that its easier to just have the bot target the portal itself, rather than doing a manual move: keyboardHold( settings.hotkeys.MOVE_FORWARD.key ).
Need to test it out more, but if I simply do something like:
this seems to work pretty well (prolly shouldn't be using target_NPC - was just in a hurry when I wrote that code). I use that bit of code for getting into KS.
I find that its easier to just have the bot target the portal itself, rather than doing a manual move: keyboardHold( settings.hotkeys.MOVE_FORWARD.key ).
Need to test it out more, but if I simply do something like:
Code: Select all
local portalIn = 110987;
player:target_NPC(portalIn);
yrest(2000);
waitForLoadingScreen(5);
Re: Creating Paths
ok iu would like it for dod ....this 110987 is for ? any portals or just KS
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- Posts: 446
- Joined: Wed Aug 03, 2011 7:37 pm
Re: Creating Paths
I assume just KS...y'd have to check the dod one using the getId thing...I'll take a look at it when I can too tho.
-
- Posts: 446
- Joined: Wed Aug 03, 2011 7:37 pm
Re: Creating Paths
to go in (from outside): 112224
leaving (from inside): 110578
leaving (from inside): 110578
Re: Creating Paths
is the name of the Id's the same ?
Remember no matter you do in life to always have a little fun while you are at it
wiki here http://www.solarstrike.net/wiki/index.php?title=Manual
wiki here http://www.solarstrike.net/wiki/index.php?title=Manual
-
- Posts: 446
- Joined: Wed Aug 03, 2011 7:37 pm
Re: Creating Paths
yes and no
yes, they are the same
no they don't have a name
I suspect that player:target_NPC(...) is not the right function to use either. Possible player:moveTo(...) or the like as I am concerned that the bot will try to interact with the portal and not hit the 'waitForLoading...' until after the teleport is complete which will screw with the bot somewhat
I already have issues with my own stuff interfering with timing and the player = CPlayer.new() failing (usually when loading the pet (CPawn) for some reason) and imagine that what I am suggesting will cause problems too.
yes, they are the same
no they don't have a name
I suspect that player:target_NPC(...) is not the right function to use either. Possible player:moveTo(...) or the like as I am concerned that the bot will try to interact with the portal and not hit the 'waitForLoading...' until after the teleport is complete which will screw with the bot somewhat
I already have issues with my own stuff interfering with timing and the player = CPlayer.new() failing (usually when loading the pet (CPawn) for some reason) and imagine that what I am suggesting will cause problems too.
Re: Creating Paths
I usually just make sure the coords I use work, never had any issues of not going in portals myself.
If you go with your theory instead of using target I would just get the coords of the object and move to those coords and since the object should have the same coords every single time then I don't see why you can't just make those coords the coords of a waypoint.
If you go with your theory instead of using target I would just get the coords of the object and move to those coords and since the object should have the same coords every single time then I don't see why you can't just make those coords the coords of a waypoint.
Remember no matter you do in life to always have a little fun while you are at it
wiki here http://www.solarstrike.net/wiki/index.php?title=Manual
wiki here http://www.solarstrike.net/wiki/index.php?title=Manual
Re: Creating Paths
Well it was alot of nice suggestions but neither of them worked ..... Still using your code Lisa
and i could not target the portal so could not get the id from it or location
correction it did work your ids are backwards
thanks alot
and i could not target the portal so could not get the id from it or location
correction it did work your ids are backwards
thanks alot
Last edited by Uniden65 on Tue Mar 20, 2012 12:19 am, edited 1 time in total.
Re: Creating Paths
I don't recognise that code at all, if I did do it it must have been a year ago or more.CDWriter wrote:Still using your code Lisa
I use this for KS.
Code: Select all
<!-- # 225 --><waypoint x="-18528" z="12368" tag="enter" type="TRAVEL">
changeProfileOption("QUICK_TURN", false)
</waypoint>
<!-- # 227 --><waypoint x="-18576" z="12498" type="TRAVEL">
local ss = os.time()
repeat
waitForLoadingScreen(20);
if getZoneId() == 6 then
__WPL:setWaypointIndex(__WPL:findWaypointTag("enter"));
end
until getZoneId() ~= 6
yrest(3000)
</waypoint>
Code: Select all
<!-- # 3 --><waypoint x="1688" z="-5162" y="759">
waitForLoadingScreen();
</waypoint>
Code: Select all
<!-- # 14 --><waypoint x="1696" z="2891" y="445">
waitForLoadingScreen();
yrest(5000)
SlashCommand("ILG destroy");
yrest(2000)
SlashCommand("ILG inv");
yrest(1000)
SlashCommand("ILG inv");
</waypoint>
Remember no matter you do in life to always have a little fun while you are at it
wiki here http://www.solarstrike.net/wiki/index.php?title=Manual
wiki here http://www.solarstrike.net/wiki/index.php?title=Manual
Re: Creating Paths
well it works great and targets and pulls the character to the spot i added a
keyboardHold( settings.hotkeys.MOVE_FORWARD.key )
after the code so it walks into the portal after it stand in front ....but how do you stop the forward movement in a command ?
bot runs throu last portal and keeps walking till the code catches up to it self and sends it back to path 1
here is my modificatiuoins
but after it targets the portal on the exit it keeps walking since i have the move forwward command there ...so how would i stop it on a open
<onLoad> statement
here is the orginal code, i modified it and remove all the fly commands
http://www.solarstrike.net/phpBB3/viewt ... d+instance
I fixed it ...with keyboardPress(key.VK_W) many time after the rest instead of MOVE.FORWARD thanks lisa
keyboardHold( settings.hotkeys.MOVE_FORWARD.key )
after the code so it walks into the portal after it stand in front ....but how do you stop the forward movement in a command ?
bot runs throu last portal and keeps walking till the code catches up to it self and sends it back to path 1
here is my modificatiuoins
Code: Select all
function findzi()
-- keyboardHold( settings.hotkeys.MOVE_FORWARD.key )
-- yrest(400)
-- keyboardHold( settings.hotkeys.MOVE_FORWARD.key )
-- yrest(500)
-- keyboardRelease( settings.hotkeys.MOVE_FORWARD.key )
-- Number is portal on the outside
local portalIn = 110578;
player:target_NPC(portalIn);
yrest(2000);
keyboardHold( settings.hotkeys.MOVE_FORWARD.key )
waitForLoadingScreen(10)
yrest(500)
local getinlvl = sendMacro('GetInstanceLevel()')
if getinlvl == ("easy") then
zid = 128
elseif getinlvl == ("normal") then
zid = 127
elseif getinlvl == ("hard") then
zid = RoMScript("GetZoneID()");
sendMacro('SetInstanceLevel("easy")');
cprint(cli.blue, "Instance Lvl change to easy\n")
end
end
function findzo()
-- keyboardHold( settings.hotkeys.MOVE_FORWARD.key )
-- yrest(400)
-- keyboardHold( settings.hotkeys.MOVE_FORWARD.key )
-- yrest(500)
-- keyboardRelease( settings.hotkeys.MOVE_FORWARD.key )
-- Number is portal on the inside
local portalIn = 112224;
player:target_NPC(portalIn);
yrest(2000);
keyboardHold( settings.hotkeys.MOVE_FORWARD.key )
waitForLoadingScreen(10)
yrest(500)
---- I need to add something here to stop it from walking forward after coming out of the portal
local getinlvl = sendMacro('GetInstanceLevel()')
if getinlvl == ("easy") then
zid = 128
elseif getinlvl == ("normal") then
zid = 127
elseif getinlvl == ("hard") then
zid = RoMScript("GetZoneID()");
sendMacro('SetInstanceLevel("easy")');
cprint(cli.blue, "Instance Lvl change to easy\n")
end
end
<onLoad> statement
here is the orginal code, i modified it and remove all the fly commands
http://www.solarstrike.net/phpBB3/viewt ... d+instance
I fixed it ...with keyboardPress(key.VK_W) many time after the rest instead of MOVE.FORWARD thanks lisa
Last edited by Uniden65 on Tue Mar 20, 2012 10:57 am, edited 1 time in total.
Re: Creating Paths
Also i would like to thank u BillDoorNZ for your help ...and how did u get the ids off the portals i cant target them to get it using object id
-
- Posts: 446
- Joined: Wed Aug 03, 2011 7:37 pm
Re: Creating Paths
i use:
then i manually call it / run a waypoint that runs this...well..i lie...i have my own customised bot that i control from an external app that tells mm to run that command and captures the output. far too complex for q quick explanation tho.
Code: Select all
local function roundIt(_number)
if _number > (math.floor(_number) + 0.5) then
return math.ceil(_number);
else
return math.floor(_number);
end
end
function GetObjects()
local objectList = CObjectList();
objectList:update();
local objSize = objectList:size();
local lncolor,obj;
local s = "";
for i = 0,objSize do
obj = objectList:getObject(i);
printf("%s%d\t%d\t%d\t%s\t%s\t%s\t%s\t%x\t%d\n",s, roundIt(obj.X), roundIt(obj.Z), roundIt(obj.Y), tostring(obj.Type), obj.Name, tostring(obj.Id), tostring(obj.Attackable), obj.Address, obj.GUID);
end
end
Re: Creating Paths
So if they change it how would i get them again ? hmmmm i need to find a solution to this because that works 100% to the teleport....
-
- Posts: 446
- Joined: Wed Aug 03, 2011 7:37 pm
Re: Creating Paths
As far as I know, they don't change
I suspect that the GUID doesnt change either - I maintain a db with all objects that I run across automatically getting added. So far there are no duplicate ID+GUID combinations (other than a couple that slipped in due to poor coding
I suspect that the GUID doesnt change either - I maintain a db with all objects that I run across automatically getting added. So far there are no duplicate ID+GUID combinations (other than a couple that slipped in due to poor coding
Re: Creating Paths
if thats the case could i ask u for a big favor and post all the codes IN / Out of every Instance in the game for future use later ?
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