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http://i49.tinypic.com/3534cns.jpg
Well in response to you for the crystal spiders, Heres the cliffs that are considered walkable, sorry for not posting a picture before.
I sent you a pm asking if you wanted one, then I realized that was stupid of me. Also my post wasn't very helpful before, so in regards to that Ill give as much info as possible.
Map clicks works fine, I just cant use them with my current script because of the route it takes, But for the walker it trys to run onto those cliffs (Looter and targetter too) Allowing me to get stuck and beat on.
So I currently use no path finding options, With mapclicks it works pretty well but like I said, looter and targetting still may get stuck.. I hope this gives you a better idea.
And for feedback, The walker overall is much faster and nicer, It does an amazing job. But with any new code... THERE WILL BE BUGS, So ignore the retards Darkstar.
Thanks for the wonderful bot, and all the work that went into that coding.
That last 1% is the hardest % there is.
-Sunrah
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I'm having issues with .lua functions, ex. every time bot hits a check way point it decides to leave the spawn with plenty of supplies never happened before. Not sayin its due to this update, just a new and unusual observation
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@Sunrah @sirmate
What you're rediscovering is an old bug I fixed back when @Tala found it in Yalahar minos. The problem is that there is no item on that tile that is actually blocking. Instead, it's just missing a "tile" which in turn makes it blocking. Essentially, while there nothing to make it block, there's nothing to make it Walkable, and the pathfinder only considers the first possibility.
The easy fix was this at the time:
Code:
if (stack == 0) if (!itemData::isGround(id)) return false;
Essentially, if the first item isn't a ground tile, we say it's blocking. I accidentally changed that code to this (No clue how this happened).
Code:
if (stack == 0xFF) if (!itemData::isGround(id)) return false;
Effectively re-introducing the bug. Thanks for the reports, it will be fixed.
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I also had this problem with lua file as above, before it went smooth, today after patch it actully jumps right past em. Maybe you removed delayWalker and setWalkerEnabled from the lua reader aswell by mistake? Just tryign to give some ideas since like some of my functions are fucked up that used to work before... Example is
setWalkerEnabled(false)
delayWalker(6000)
Self.Say("hi")
wait(900, 1200)
Self.Say("pass")
wait(900, 1400)
Self.Say("sunken")
wait(500, 800)
setWalkerEnabled(true)
Today it just said hi and then started to walk away trying to find a way around the gate resulting in walker stuck after it reached the shore.
Anyways just trying to help you locate the problem or so, perhaps you'll find the source to it since ur the b0ss @DarkstaR
/Stusse
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I'll look into the label issue but it's weird because they work for me. delayWalker(), setWalkerEnabled(), etc all work. Might be some of my delays, I'll look at it.
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i have almost all script from xongiver is not cheap and most of all have problems becose bot was update
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I preferred the old walker, just my opinion, found this one to be a bit... well... weird lol seems to take "long" routes to a waypoint. Also messed up some of my scripts, dont know how, so had to clear them and start again, quite a pain but not a majorly big deal. But yea all in all I thought the old walker system worked a lot smoother.
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darkstar i have after ss mass walker stuck- poison and my char no go (brimstone bugs)
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I've experienced problems with the bot skipping labels it did not skip earlier.
Like this levitate script.
[code=lua] elseif (labelName == "LevitateUp") then
setBotEnabled(false)
Self.Cast("exani hur up", 50)
wait(1000,2000)
setBotEnabled(true) [/code]
I know you said you were gonna look into it above. Just thought I'd add it incase it could help in any way;)
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Same problem here. WALKER STUCK. every 10 minutes, its just like playin manualy XD