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the WP theory I use when lvling characters

Posted: Sun Jan 23, 2011 6:36 am
by lisa
Just thought I would share what I use when lvling characters, might help some people do it more efficiently.

Basically I make a long WP file that goes the entire length of the map, just 1 direction. I then treat that like a street and have intersections along the way. The bot reaches an intersection and then decides whether to turn down the street (another WP file) or keep going along the long street.

I always have the other WP loadPaths back to the long WP.

The image I added is the basics of the idea and is aimed at howling mountains, so it mentions lvles 1-10.

I usually add in a vendor WP at some stage along the way too, usually atleast 1 in the middle of the map somewhere.

Image

If you wanted you can make a return WP aswell and have that in your character profile as the return WP. Just need waypoints leading from res point to the long waypoint and have loadPaths long WP, since there is usually a couple of res points on a map I find this keeps the bot running even after death, regardless of what WP file it was using before it died.

Well thanks for reading and I hope this helps people or atleast gives them ideas on what they can do =)

Re: the WP theory I use when lvling characters

Posted: Sun Jan 23, 2011 7:32 am
by rock5
I've thought of this too but have never put it into practice but an idea I had is, you can also check if you are too low level for an area. If so, you can reverse the waypoints and head backwards until you reach an area that is low enough.

Re: the WP theory I use when lvling characters

Posted: Sun Jan 23, 2011 8:28 am
by lisa
I have that written on the image where I explain each spot on map =)
last waypoint checks lvl and sets WPT backwards if lvl to low, first waypoint sets forward, just in case it goes back to the begining and doesn't need to.

Re: the WP theory I use when lvling characters

Posted: Sun Jan 23, 2011 8:53 am
by rock5
I would have checked it at each intersection. You don't wan t a low level character going all the way to the end before turning around. He'd probably die along the way.

Re: the WP theory I use when lvling characters

Posted: Sun Jan 23, 2011 9:09 am
by lisa
I initially did have a check at each intersection for if lvl was to low and then send in backwards but I had issues with my implementation and so ended up sending a character backwards and then it was to high for last intersection and so went forwards and then was to low so went backwards. It had been going back and forth over same section of map for over 40 minutes before I saw it. So I figure foolproof is just to make it walk all the way along the "safe" long WP and then all the way back. lol

Re: the WP theory I use when lvling characters

Posted: Sun Jan 23, 2011 9:40 am
by rock5
Or just make sure you don't leave any gaps.

eg.
intersection 1:
levels 1 to 3

intersection 2:
levels 4 to 7

intersection 3:
levels 8 to 10

Re: the WP theory I use when lvling characters

Posted: Sun Jan 23, 2011 10:06 am
by lisa
The waypoints themselves were fine it was my send backwards setting that was wrong. I did the full run 1-10 easy as, then I used dailys to lvl second class 1-6, dailys are in the middle of map in logar.
Main issue came when I had forwards set along the way aswell. I was trying to make it more efficient so it did less running around if it died or crashed but I made it more complicated and came up with a mistake resulting in a loop between 2 sections of the map.