Stopping waypoint: Target aquired before moving
Stopping waypoint: Target aquired before moving
As topic says this is the message i get when trying to farm tp around sardo castle. Just keep typing this and dounst run or attack anything. Any ideas to what the problem might be? I dont get this error while running around fireboot outpost. Just down at sardo.
Bot says:
Stopping waypoint: Target aquired before moving
Moving to waypoint
Stopping waypoint: Target aquired before moving
Moving to wayoint
and so on...
Bot says:
Stopping waypoint: Target aquired before moving
Moving to waypoint
Stopping waypoint: Target aquired before moving
Moving to wayoint
and so on...
Re: Stopping waypoint: Target aquired before moving
Is it posible it is seeing a target that it can't attack, such as one behind a wall or something? If so you might have to reduce MAX_TARGET_DIST in those areas. Although, that doesn't sound like the right messages you would get so I could be wrong.
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Re: Stopping waypoint: Target aquired before moving
It's the invisible "hiden" mob I've mentioned before, add it to friend list in your profile.
Remember no matter you do in life to always have a little fun while you are at it 
wiki here http://www.solarstrike.net/wiki/index.php?title=Manual

wiki here http://www.solarstrike.net/wiki/index.php?title=Manual
Re: Stopping waypoint: Target aquired before moving
ok, i am sorry to revive this thread, but the search threw this one out and didn't think i need to create a topic with the same issue.
the problem is, that i have a card farming script, that is scanning for a specific mob in a certain radius, with this code:
it is successful, but in the script i also inserted a command, to go back to the initial place, if all mobs with that ID are killed.
this also would work, but only if no other mobs around (with different ID's)
when there is any other mob around, it just stays in place, spamming the message in the screenshot, with blue, and writing also my message in white which means that the script works ok, it just does not move to the initial place.
the waypoint type is "TRAVEL"
can anyone clue me in as to where is the problem?
(also, i had to edit player:findEnemy() function in classes.lua, because it kept finding the dead mob after i looted it and before it disappeared. this wasted time. could you include a life check in the next revision? if not, can you tell me how to non destructively tell the function only to target live mob?)
thanks
the problem is, that i have a card farming script, that is scanning for a specific mob in a certain radius, with this code:
Code: Select all
local mob = player:findEnemy(false, "Mob ID here")
this also would work, but only if no other mobs around (with different ID's)
when there is any other mob around, it just stays in place, spamming the message in the screenshot, with blue, and writing also my message in white which means that the script works ok, it just does not move to the initial place.
the waypoint type is "TRAVEL"
can anyone clue me in as to where is the problem?
(also, i had to edit player:findEnemy() function in classes.lua, because it kept finding the dead mob after i looted it and before it disappeared. this wasted time. could you include a life check in the next revision? if not, can you tell me how to non destructively tell the function only to target live mob?)
thanks
Re: Stopping waypoint: Target aquired before moving
I think we would need to see your code to figure out what is happening.
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________________________
Quote:- “They say hard work never hurt anybody, but I figure, why take the chance.”
- Ronald Reagan
Re: Stopping waypoint: Target aquired before moving
sure, no problem 
here it is.
if you spot things that could use some optimization feel free to post it, thx
also, could you provide me a solution for the bot not to clear targets all the time? (after fight and loot, it cleares target 2 times, with 1 second interval, and wastes time. not a problem, just a nuisance)

here it is.
if you spot things that could use some optimization feel free to post it, thx
Code: Select all
startGMDetect()
local farmmob = 105486
local farmmobselected = nil
local huntingradius = nil
changeProfileOption("MAX_TARGET_DIST", 250)
local playerAddress
local starterX = 0
local starterY = 0
local starterZ = 0
function lootBags()
local _bag = player:findNearestNameOrId("Mysterious Bag")
if _bag then
printf("BAG FOUND... LOOTING\n");
local _dist = distance(player.X,player.Z,_bag.X,_bag.Z)
player:target(_bag.Address);
player:target_Object(_bag.Id,nil,true,true)
yrest(1000)
player:target_Object(_bag.Id,nil,true,true)
yrest(1000)
end
end
playerAddress = memoryReadIntPtr(getProc(), addresses.staticbase_char, addresses.charPtr_offset);
starterX = memoryReadFloat(getProc(), playerAddress + addresses.pawnX_offset) or starterX
starterY = memoryReadFloat(getProc(), playerAddress + addresses.pawnY_offset) or starterY
starterZ = memoryReadFloat(getProc(), playerAddress + addresses.pawnZ_offset) or starterZ
-- changeOptionFriendMob("mob", farmmob, "Add")
changeProfileOption("HARVEST_DISTANCE", 80)
changeProfileOption("COMBAT_RANGED_PULL", true)
changeProfileOption("QUICK_TURN",true)
changeProfileOption("MAX_FIGHT_TIME",15)
changeProfileOption("TARGET_LEVELDIF_BELOW", 70)
changeProfileOption("TARGET_LEVELDIF_ABOVE", 5)
changeProfileOption("COMBAT_DISTANCE", 50)
changeProfileOption("ANTI_KS", false)
changeProfileOption("WAYPOINT_DEVIATION", 0)
changeProfileOption("AUTO_ELITE_FACTOR", 99999999)
settings.profile.events.onLeaveCombat = function()
lootBags()
end
setwindow("Card - " .. farmmob)
function run(speed)
RunningSpeed = speed
local playerAddress = memoryReadIntPtr(getProc(), addresses.staticbase_char, addresses.charPtr_offset);
if playerAddress ~= 0 then
memoryWriteFloat(getProc(), playerAddress + 0x40, RunningSpeed);
printf("------------------------------\nCurrent speed is set to "..RunningSpeed..".\n------------------------------\n");
end
end
function mobWait(_waitTime)
local starttime = os.clock()
repeat
yrest(500)
printf("Scanning for ".. farmmob ..".\n");
if farmmob ~= "undefined" then farmmobselected = farmmob end
local mob = player:findEnemy(false, farmmobselected)
if not mob then
printf("No ".. farmmob .." nearby.\n")
lootBags()
player:lootAll()
if (distance(player.X,player.Z,starterX,starterZ) > 100) then
printf("Moving home.\n")
player:moveTo(CWaypoint(starterX, starterZ, starterY))
end
break
end
if (huntingradius ~= nil) and (distance(player.X,player.Z,starterX,starterZ) > huntingradius) then
printf("We're far enough now, moving home.\n")
player:moveTo(CWaypoint(starterX, starterZ, starterY))
break
end
if mob then
printf(farmmob .. " found, engaging...\n");
player:target(mob)
player:update()
player:fight()
player:loot()
CleanBag(3000, 2)
run(65)
break
end
until os.clock() - starttime > _waitTime
end
function unStick3()
player:moveTo(CWaypoint(starterX, starterZ, starterY))
end
while (true) do
mobWait(1)
end
Re: Stopping waypoint: Target aquired before moving
The player:moveTo function looks for mobs while moving unless you use 'true' as a second argument. eg.
Code: Select all
player:moveTo(CWaypoint(starterX, starterZ, starterY), true)
- Please consider making a small donation to me to support my continued contributions to the bot and this forum. Thank you. Donate
- I check all posts before reading PMs. So if you want a fast reply, don't PM me but post a topic instead. PM me for private or personal topics only.
- How to: copy and paste in micromacro
________________________
Quote:- “They say hard work never hurt anybody, but I figure, why take the chance.”
- Ronald Reagan
Re: Stopping waypoint: Target aquired before moving
wow thanks, i didn't know that 

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