Search found 426 matches
- Fri Dec 23, 2011 2:48 pm
- Forum: Userfunctions, waypoint scripts, etc.
- Topic: Rock5's version of teleport
- Replies: 53
- Views: 28963
Re: Rock5's version of teleport
It's not like the pullback that happens from teleporting too far or setting the run speed too high. It actually "hops" to a new x/z coordinate by about a value of 20 - 30 maybe 3 or 4 times in a row. Very strange behavior. One other problem. Guess this is the first thing I should have code...
- Fri Dec 23, 2011 1:56 pm
- Forum: Userfunctions, waypoint scripts, etc.
- Topic: Rock5's version of teleport
- Replies: 53
- Views: 28963
Re: Rock5's version of teleport
Of course :D So many people have helped me out during my time here, I'm glad if I can make something to give back. The code isn't very "pretty" or advanced, but it seems to be getting the job done. I'm playing around with different teleport methods before I release it. I wouldn't suggest r...
- Fri Dec 23, 2011 11:46 am
- Forum: Userfunctions, waypoint scripts, etc.
- Topic: Rock5's version of teleport
- Replies: 53
- Views: 28963
Re: Rock5's version of teleport
I understand your point. Even more so since I've been working on a waypoint for Ancient Treasures. Kind of more trouble than it's worth. I've got a functional path system to navigate the area. Here's the thing: It teleports down to the elemental candle just fine but when it teleports back up I get a...
- Fri Dec 23, 2011 11:37 am
- Forum: Runes of Magic
- Topic: [WIP] more realistic walking bot/Anti-waypoints
- Replies: 10
- Views: 2734
Re: [WIP] more realistic walking bot/Anti-waypoints
imagine if you could draw boundaries around every obsticale so the bot still had waypoint deviation but you could tell the bot its not allowed within say 50 range of the boundaries. you could keep your bot from EVER getting stuck again. We think alike. I mentioned this in another post but I don't t...
- Fri Dec 23, 2011 3:41 am
- Forum: Runes of Magic
- Topic: Path creation and editing question
- Replies: 7
- Views: 1956
Re: Path creation and editing question
I've never used Excel in my life.
Anywhere you can point me for a tutorial or something?
Anywhere you can point me for a tutorial or something?
- Fri Dec 23, 2011 2:42 am
- Forum: Userfunctions, waypoint scripts, etc.
- Topic: Rock5's version of teleport
- Replies: 53
- Views: 28963
Re: Rock5's version of teleport
Just curious, would it be worthwhile to add teleport functionality to waypoint types? Like adding "tpnormal" "tptravel" "tprun" so it can be used like __WPL:setForcedWaypointType("TPTRAVEL")?
- Thu Dec 22, 2011 11:13 pm
- Forum: Runes of Magic
- Topic: [WIP] more realistic walking bot/Anti-waypoints
- Replies: 10
- Views: 2734
Re: [WIP] more realistic walking bot/Anti-waypoints
To be honest, when I'm farming certain mobs such as dog meat farming, I don't really turn my character to look around. I just turn the camera holding the left mouse button and when one appears add in holding down the right mouse button to begin moving. Doing this, I'm sure, looks like I'm doing 90 -...
- Thu Dec 22, 2011 10:53 pm
- Forum: Runes of Magic
- Topic: Path creation and editing question
- Replies: 7
- Views: 1956
Re: Path creation and editing question
O... M... G... I so wish I had your coding talent Lisa. The problem is that you have more ability in the *tip* of your little finger than I ever will. I think this is the point at which I begin kowtowing and chanting "I'm not worthy!" :oops: All I can do is stare at your response and blink...
- Thu Dec 22, 2011 2:59 pm
- Forum: Runes of Magic
- Topic: Path creation and editing question
- Replies: 7
- Views: 1956
Path creation and editing question
Ok, so createpath is a great tool for making a waypoint file. I've made many of them. What I'm wondering is if some sort of utility can be made that will run a bot through this new waypoint file step by step. At each step making it possible to adjust the coordinates of the current waypoint with a ke...
- Tue Dec 20, 2011 5:35 pm
- Forum: Runes of Magic
- Topic: TH-SJF-NJF-Limo-LoM-Redhill-Tergothen Bay chain quest
- Replies: 53
- Views: 17120
Re: TH-SJF-NJF-Limo-LoM-Redhill-Tergothen Bay chain quest
Just an idea going along a similar line of what you guys have been discussing here where you are making a database of NPCs. Could something similar be done to plot where static objects are? Like fences, rocks... Generally things that the character can get stuck on. These sorts of objects must also h...
- Mon Dec 19, 2011 3:25 pm
- Forum: Userfunctions, waypoint scripts, etc.
- Topic: KS - Regin
- Replies: 3
- Views: 2139
Re: KS - Regin
It's been ages since I've done KS but I still have my old waypoint for it. Maybe you could play around with this old, ugly code of mine: <!-- #141 --><waypoint x="1974" z="6551" y="175"> player:restrnd(101, 100, 120); player:findTarget("Regin"); local target =...
- Mon Dec 19, 2011 11:08 am
- Forum: Runes of Magic
- Topic: TH-SJF-NJF-Limo-LoM-Redhill-Tergothen Bay chain quest
- Replies: 53
- Views: 17120
Re: TH-SJF-NJF-Limo-LoM-Redhill-Tergothen Bay chain quest
Wow... I come back from forced downtime from the internet and the forum has exploded. The apartment building I was living in got condemned on Nov 1 and was forced to move (not easy when you have to move everything by car). Wasn't financially stable (and still am not), so I'm slowly getting back on m...
- Fri Nov 04, 2011 12:06 pm
- Forum: Runes of Magic
- Topic: Origin 1st boss farm (Life Leecher)
- Replies: 21
- Views: 6902
Re: Origin 1st boss farm (Life Leecher)
Don't break party in the instance. Once LL is dead, get your character(s) to walk back out of the instance and break party after exiting. Then just reform and walk back into the instance.Marlb0ro wrote:The walk/run back to Origin is horrible.
- Thu Nov 03, 2011 5:01 pm
- Forum: Userfunctions, waypoint scripts, etc.
- Topic: working Goblinmines WP
- Replies: 10
- Views: 3528
Re: working Goblinmines WP
Ok, here's what you do. Start 1 MM instance. Run the commandline waypoint. Start a second MM instance. With this one start the createpath function. Once you are inside GM, go to the MM running commandline, type in "fly()" without the quotes. Now go nuts and make your path how you want it.
- Thu Nov 03, 2011 4:50 pm
- Forum: Runes of Magic
- Topic: Stay for a while and attac monsters, then move on
- Replies: 5
- Views: 1489
Re: Stay for a while and attac monsters, then move on
I use the following code as a userfunction: function KillWhileWaiting(timetowait) local timetowait = timetowait or 60 --sets to 60 if no value for timetowait local starttime = os.time() repeat player:clearTarget(); player:target(player:findEnemy()) if player:haveTarget() then player:fight(); end unt...
- Mon Oct 31, 2011 8:29 pm
- Forum: Runes of Magic
- Topic: Bot not targeting Mobs
- Replies: 6
- Views: 1761
Re: Bot not targeting Mobs
You're welcome. We all had to learn these things.
- Mon Oct 31, 2011 7:54 pm
- Forum: Runes of Magic
- Topic: Bot not targeting Mobs
- Replies: 6
- Views: 1761
Re: Bot not targeting Mobs
What level are the characters? Are they all similar level? Maybe you need to change the following 2 lines in your profile.
Code: Select all
<option name="TARGET_LEVELDIF_ABOVE" value="3" />
<option name="TARGET_LEVELDIF_BELOW" value="10" />
- Mon Oct 31, 2011 2:52 pm
- Forum: Runes of Magic
- Topic: Cyclops Lair portal
- Replies: 4
- Views: 1834
Re: Cyclops Lair portal
I haven't run Clops for a while, but this is how I made it enter. <!-- # 4 --><waypoint x="-38154" z="-9338" y="1061" type="TRAVEL"> keyboardPress(settings.hotkeys.JUMP.key); yrest(400); </waypoint> <!-- # 5 --><waypoint x="-38178" z="-9279 &quo...
- Mon Oct 31, 2011 2:50 pm
- Forum: Runes of Magic
- Topic: Multiclienting problems
- Replies: 12
- Views: 3038
Re: Multiclienting problems
Well, party you can reset instantly. Otherwise, if solo, you have to wait 5 minutes for another run till instance resets.WhiteTiger wrote:I thought u had to be in a party before entering the instance to make the reset work
- Sat Oct 29, 2011 10:59 am
- Forum: Runes of Magic
- Topic: Anyone have minigames Waypoints?
- Replies: 190
- Views: 39380
Re: Anyone have minigames Waypoints?
@kanta - name stays the same, shouldn't be a problem. If you want to use ID for some reason, are those mobs with lower lvl relevant? I thought that it's mostly about shells, not the other things you get, so all characters will be 50 at least I only noticed because I brought in a lower level charact...