Search found 188 matches
- Thu Aug 22, 2013 1:37 am
- Forum: Runes of Magic
- Topic: Targetting/locating guild buildings
- Replies: 21
- Views: 4438
Re: Targetting/locating guild buildings
I'm using a simple tag based waypoint to navigate to the correct location: guild = api:GetGuildInfo() __WPL:setWaypointIndex(__WPL:findWaypointTag(guild)) and then have a tag="guild" for each guild I run in as location of buildings are different, then I do a findNearest.. as above to open...
- Wed Aug 21, 2013 9:45 am
- Forum: Runes of Magic
- Topic: Possible bug
- Replies: 4
- Views: 1685
Re: Possible bug
Great, thx Rock
-dx
P.S. Works as a charm with the re-set the next waypoint code.
-dx
P.S. Works as a charm with the re-set the next waypoint code.
- Wed Aug 21, 2013 8:54 am
- Forum: Runes of Magic
- Topic: Possible bug
- Replies: 4
- Views: 1685
Re: Possible bug
Na, this is just a small waypoint where I've isolated the bug - I seen this issue in big waypoints where points are way apart.
-dx
-dx
- Wed Aug 21, 2013 8:33 am
- Forum: Runes of Magic
- Topic: Targetting/locating guild buildings
- Replies: 21
- Views: 4438
Re: Targetting/locating guild buildings
I'm using a simple tag based waypoint to navigate to the correct location: guild = api:GetGuildInfo() __WPL:setWaypointIndex(__WPL:findWaypointTag(guild)) and then have a tag="guild" for each guild I run in as location of buildings are different, then I do a findNearest.. as above to open ...
- Wed Aug 21, 2013 8:29 am
- Forum: Runes of Magic
- Topic: Possible bug
- Replies: 4
- Views: 1685
Possible bug
When I run a waypoint file it gives me a message about which waypoint is closest and executes it before moving on to next in file as expected. Loaded waypoint path tt.xml No return path with default naming tt_return.xml found. We use the normal waypoint path tt.xml now. Waypoint #2 is closer then #1...
- Sun Aug 18, 2013 4:29 am
- Forum: Runes of Magic
- Topic: Guild gates
- Replies: 0
- Views: 2323
Guild gates
Any1 know the flag to determine if a guild gate is open or closed?
-dx
-dx
- Wed Jul 17, 2013 11:35 am
- Forum: Userfunctions, waypoint scripts, etc.
- Topic: Swim, Speed and wall hacks
- Replies: 208
- Views: 73392
Re: Swim, Speed and wall hacks
Ye I don't know either, I added a timer function to freeze the memory locations and kept right on flying as it should.
Seems some operations overwrite the fly flags somehow.
-dx
Seems some operations overwrite the fly flags somehow.
-dx
- Wed Jul 17, 2013 4:25 am
- Forum: Userfunctions, waypoint scripts, etc.
- Topic: Swim, Speed and wall hacks
- Replies: 208
- Views: 73392
Re: Swim, Speed and wall hacks
Whenever I make a transport point in client with the fly function active the characters stops flying and falls down, any idea about why?
-dx
-dx
- Thu Jun 27, 2013 3:41 am
- Forum: MicroMacro general & support
- Topic: Possible bug in createThread in lib.lua?
- Replies: 3
- Views: 2215
Re: Possible bug in createThread in lib.lua?
Upgraded to 1.03, seems this bug is present there, must have leaked between releases
best regards
DX
best regards
DX
- Wed Jun 26, 2013 2:36 pm
- Forum: Runes of Magic
- Topic: Default value TargetMaxHp
- Replies: 2
- Views: 998
Re: Default value TargetMaxHp
Ye, even better
-dx
-dx
- Wed Jun 26, 2013 3:53 am
- Forum: Runes of Magic
- Topic: Default value TargetMaxHp
- Replies: 2
- Views: 998
Default value TargetMaxHp
In skill.lua we have default value of self.TargetMaxHp set to 9999999, i.e. 9m HP.
This is getting to be to low for boss fights, we end up with a lot of [DEBUG] TARGEHP messages as target has more that 9m hp.
I recommend increasing default to ex 999m
-dx
This is getting to be to low for boss fights, we end up with a lot of [DEBUG] TARGEHP messages as target has more that 9m hp.
I recommend increasing default to ex 999m
-dx
- Mon Jun 17, 2013 1:02 am
- Forum: Userfunctions, waypoint scripts, etc.
- Topic: rock5's "fastLogin Revisited"
- Replies: 914
- Views: 318502
Re: rock5's "fastLogin Revisited"
Very nice debug option, will it make it into the std fastlogin?
-dx
-dx
- Wed Jun 12, 2013 2:57 am
- Forum: Userfunctions, waypoint scripts, etc.
- Topic: Rock5's travelTo userfunction
- Replies: 145
- Views: 64211
Re: Rock5's travelTo userfunction
Lol I normally agree but having issues w. compiling addons for Lua 5.2 like SQL interface, so until thats done Im stuck backlevel.
-dx
-dx
- Wed Jun 12, 2013 2:19 am
- Forum: Userfunctions, waypoint scripts, etc.
- Topic: Rock5's travelTo userfunction
- Replies: 145
- Views: 64211
Re: Rock5's travelTo userfunction
For 5.1 users I found a backport http://smbolton.com/lua/lbitlib-5.2.0-alpha-backport1.c, I've made an .dll of it and tested and it works flawlessly.
-dx
-dx
- Wed Jun 12, 2013 1:57 am
- Forum: Userfunctions, waypoint scripts, etc.
- Topic: Rock5's travelTo userfunction
- Replies: 145
- Views: 64211
Re: Rock5's travelTo userfunction
For us still stuck with "old" micromacro this doesnt work, among other things u use the bit32 which is a Lua 5.2 feature.
-dx
-dx
- Tue Jun 11, 2013 11:43 am
- Forum: Userfunctions, waypoint scripts, etc.
- Topic: Automatic 'login' script
- Replies: 181
- Views: 68957
Re: Automatic 'login' script
Agree, need support for both versions.
-dx
-dx
- Tue Jun 11, 2013 8:40 am
- Forum: Userfunctions, waypoint scripts, etc.
- Topic: Automatic 'login' script
- Replies: 181
- Views: 68957
Re: Automatic 'login' script
Well, the lock might be stale if a process gets killed while holding the lock, its a rare event but might happen. Another way would be to put in a timer and remove lock if its not gone in 60s, assuming all multi-login sequences will be faster than that. Assuming a login uses 10s this leaves room for...
- Tue Jun 11, 2013 3:28 am
- Forum: Userfunctions, waypoint scripts, etc.
- Topic: Automatic 'login' script
- Replies: 181
- Views: 68957
Re: Automatic 'login' script
New locking, take 2 :) -dx local function lockdir(lockPath) return (os.execute("mkdir "..string.fixPath(lockPath, false).." 2> nul") == 0) end local function unlockdir(lockPath) os.execute("rmdir "..string.fixPath(lockPath, false)) end local function setTimeout(pidPath)...
- Tue Jun 11, 2013 2:13 am
- Forum: Userfunctions, waypoint scripts, etc.
- Topic: Automatic 'login' script
- Replies: 181
- Views: 68957
Re: Automatic 'login' script
No matter how u twist and turn it u cant make a locking mechanism in Lua file module, its simply not atomic and u will get race condition, u can make the chances small but not remove them totally. The mkdir/rmdir Windows commands (and underlying api) are atomic on the other hand, they either fail or...
- Mon Jun 10, 2013 7:59 am
- Forum: Userfunctions, waypoint scripts, etc.
- Topic: Automatic 'login' script
- Replies: 181
- Views: 68957
Re: Automatic 'login' script
There is a race condition in the window reservation which results in random login failures, particularly when starting multiple windows simultaneously. This is due to the reserveActiveWindow() using a "check file" loop followed by a make file which is absolutely not atomic, ie two logins c...