<?xml version="1.0" encoding="utf-8"?><waypoints>
<onLoad>
--WC_R+L_keypoint file
--Weeping Coast, Farming Raptors and Leopards
--JDuarteDJ's Keypoint system
--ultimate-bot project
--COORDINATES (x="15901" z="24787")
local dqCount, dqPerDay = RoMScript("Daily_count()");
local point = CWaypoint(15901, 24787);
--force to be at keypoint
player:moveTo(point, nil);
Any help would be appreciated, thanks.
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Administrator wrote:Are you sure that your player.lua is up to date? Try deleting and reupdating. It might have got broken.
Oh the line numbers may not match the SVN because I included the target Boss patch in the other thread. anyway using TortoiseMerge (or Diff) I have confirmed that it is (other than that Boss part) the same as revision 529 which is, if I'm not mistaken, the last modification to the file.
I got this error more than once... then in some other occasions I don't get it anymore o.O ! It's weird...
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if( player.Returning ) then
wpl = __RPL;
else
wpl = __WPL;
end
if (__WPL:getMode() == "waypoints") then
local pA = wpl.Waypoints[wpl.LastWaypoint]
local pB = wpl.Waypoints[wpl.CurrentWaypoint]
1424:here->V = getNearestSegmentPoint(player.X, player.Z, pA.X, pA.Z, pB.X, pB.Z);
else
V = CWaypoint(player.X, player.Z); -- Distance check from player in wander mode
end
-- use a bounding box first to avoid sqrt when not needed (sqrt is expensive)
if( target.X > (V.X - settings.profile.options.MAX_TARGET_DIST) and
tar
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pA being nil would imply a problem with the value wpl.LastWaypoint. That should still be the default value of 1 in the onLoad section. It should find that waypoint. Has waypointlist.lua been kept up to date as well?
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rock5 wrote:pA being nil would imply a problem with the value wpl.LastWaypoint. That should still be the default value of 1 in the onLoad section. It should find that waypoint. Has waypointlist.lua been kept up to date as well?
Yeah i'm pretty sure it is because I recently updated all the bot...
Thanks for reading!
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jduartedj wrote:Yeah i'm pretty sure it is because I recently updated all the bot...
Ok I figured it out. It's because you don't have any waypoints. Part of moveto is evaluating targets. Part of evaluating targets is checking their distance to the waypoints. If there are no waypoints it causes that error.
You could create a dummy waypoint but I think that would mean it wouldn't target mobs because they are too far from the waypoint. What you could do is change the mode to 'wander' that way it will check the distance to the player instead of non existing waypoints.