minor bug: returning to waypoints without return waypoints

Runes of Magic/Radiant Arcana (http://www.runesofmagic.com)
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d003232
Posts: 1252
Joined: Wed Jun 03, 2009 4:27 pm

minor bug: returning to waypoints without return waypoints

#1 Post by d003232 » Tue Jun 23, 2009 9:47 am

The bot tries to return to waypoints (means waypoint #0 (0, 0) ) after death even if there is no returning waypoint list defined. It is at bot.lua line 216:

Code: Select all

			-- Must have a resurrect macro and waypoints set to be able to use
			-- a return path!
	        printf("DEBUG: **************> RES_MACRO %s player.Returning %s __RPL %s\n", settings.profile.hotkeys.RES_MACRO, player.Returning, __RPL); 	-- STEPH01
			if( settings.profile.hotkeys.RES_MACRO and player.Returning == false and
			__RPL ~= nil ) then
				player.Returning = true;
				__RPL:setWaypointIndex(1); -- Start from the beginning
			else
				pauseOnDeath();
			end
For the values of the variables see the attached screenshot. I'm wondering if there is a reason for not check the return path 'settings.profile.options.RETURNPATH' in the profile for 'nil' instead of all that other variables?
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return.gif
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Joined: Sat Jan 05, 2008 4:21 pm

Re: minor bug: returning to waypoints without return waypoints

#2 Post by Administrator » Tue Jun 23, 2009 10:39 am

Another good find. It has been fixed and committed to SVN.

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3cmSailorfuku
Posts: 354
Joined: Mon Jan 21, 2008 6:25 pm

Re: minor bug: returning to waypoints without return waypoints

#3 Post by 3cmSailorfuku » Tue Jun 23, 2009 8:28 pm

d003232 wrote:The bot tries to return to waypoints (means waypoint #0 (0, 0) ) after death even if there is no returning waypoint list defined. It is at bot.lua line 216:

Code: Select all

			-- Must have a resurrect macro and waypoints set to be able to use
			-- a return path!
	        printf("DEBUG: **************> RES_MACRO %s player.Returning %s __RPL %s\n", settings.profile.hotkeys.RES_MACRO, player.Returning, __RPL); 	-- STEPH01
			if( settings.profile.hotkeys.RES_MACRO and player.Returning == false and
			__RPL ~= nil ) then
				player.Returning = true;
				__RPL:setWaypointIndex(1); -- Start from the beginning
			else
				pauseOnDeath();
			end
For the values of the variables see the attached screenshot. I'm wondering if there is a reason for not check the return path 'settings.profile.options.RETURNPATH' in the profile for 'nil' instead of all that other variables?
Same goes for the waypoint path, it's not being check either and will try to walk to 0,0 if its not set.

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Re: minor bug: returning to waypoints without return waypoints

#4 Post by Administrator » Tue Jun 23, 2009 9:53 pm

3cmSailorfuku wrote: Same goes for the waypoint path, it's not being check either and will try to walk to 0,0 if its not set.
What do you mean? Exactly what would cause the situation you are describing? Just dieing when a return path isn't set?

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3cmSailorfuku
Posts: 354
Joined: Mon Jan 21, 2008 6:25 pm

Re: minor bug: returning to waypoints without return waypoints

#5 Post by 3cmSailorfuku » Wed Jun 24, 2009 11:46 am

Administrator wrote:
3cmSailorfuku wrote: Same goes for the waypoint path, it's not being check either and will try to walk to 0,0 if its not set.
What do you mean? Exactly what would cause the situation you are describing? Just dieing when a return path isn't set?
No. It's the same issue like he mentioned, but it's the waypoint, not the return path.
It doesn't check if it's NIL and simply walks to 0,0 if none is set.

Just try this
<option name="WAYPOINTS" value="" />

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