Waypoints and combat

Runes of Magic/Radiant Arcana (http://www.runesofmagic.com)
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ellamental
Posts: 27
Joined: Mon Mar 23, 2009 4:49 am

Re: Waypoints and combat

#21 Post by ellamental » Fri Apr 03, 2009 10:07 pm

Is there any way to make sure when I get to a way point that I am facing a certain direction?

Example, I get to way point number 11 and want to make sure I'm facing south.

So far I managed to get to a way point, have the bot stop, and then click on the screen wait 7 secs and click again, rinse and repeat 6 times.

But now my main problem is, the way the bot has to use the keys to move, makes it almost impossiable to make it face the same direction everytime it comes to a way point.

Maybe there is a way to some how tell what direction your facing via the radar (since it does have an arrow point your direction) and then having some type of script to auto face you N,E,S or W?

By the way thanks for all the great help thus far, and if we can figure out a way to do this, I am pretty sure we can have a gathering bot.

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Re: Waypoints and combat

#22 Post by Administrator » Sat Apr 04, 2009 1:58 am

It may be possible to force the character to rotate to a specific direction through writing memory, but through keyboard input alone will just result in slight inaccuracies. I'll have to check it out myself and see how it works.

musculus
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Joined: Wed Apr 08, 2009 5:55 am

Re: Waypoints and combat

#23 Post by musculus » Wed Apr 08, 2009 6:07 am

Hi all. Sorry for my bad enlglish i'm french :roll:

It's the first time i use a bot and i have a problem. I do my waypoint but it doesn't work. I think i don't do the right work, my character run and never stop when i want he to farm.

My waypoints:

Code: Select all

<waypoints>
	<waypoint x="42" z="42" />
	<waypoint x="29" z="44" />
	<waypoint x="30" z="46" />
	<waypoint x="33" z="42" />

</waypoints>
It's just a test, i remember you i have never use a bot.

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Re: Waypoints and combat

#24 Post by Administrator » Wed Apr 08, 2009 6:24 am

So what's the problem? You are supposed to continually run the same set of waypoints. Did you use createpath.lua to create your waypoint script? Are you attacking nearby monsters? Did you upgrade to the newest scripts available?

musculus
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Re: Waypoints and combat

#25 Post by musculus » Wed Apr 08, 2009 7:45 am

ho, i don't use createpath.lua.

I go to test with it.

musculus
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Joined: Wed Apr 08, 2009 5:55 am

Re: Waypoints and combat

#26 Post by musculus » Wed Apr 08, 2009 12:10 pm

I'va now a problem with adress. I have to wait an udpat of micromacro.

==> It's good, all is working, thanks for your work :)

ellamental
Posts: 27
Joined: Mon Mar 23, 2009 4:49 am

Re: Waypoints and combat

#27 Post by ellamental » Fri Apr 24, 2009 5:34 pm

Ok I found a temp fix for getting it to mine.

I am am doing is making the way point right ontop of the node, and being zoomed out, clicking the center of my char, this allows for mining.

Again since we can not tell where a node is, All I can do is run a path of all the know nodes and hope I come to a node and farm it.

Now My problem is, I some time agro mobs and since I took my target hot key off to allow it to run a way point path with out figiting.

Is there any way to toggle combat mode on and off? lets say off and only fights if engaged?

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Re: Waypoints and combat

#28 Post by Administrator » Fri Apr 24, 2009 7:02 pm

You should, instead, change bot.lua to prevent cycling targets while running between waypoints. You can do this by changing this line:

Code: Select all

local success, reason = player:moveTo(wp);
To:

Code: Select all

local success, reason = player:moveTo(wp, true);

Now, it shouldn't automatically target units unless they attack you.

ellamental
Posts: 27
Joined: Mon Mar 23, 2009 4:49 am

Re: Waypoints and combat

#29 Post by ellamental » Tue Apr 28, 2009 8:06 pm

Thanks

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