
Originally Posted by
DarkstaR
The issue is that if we skip waypoints when the Walker is stuck, it can cause the script to mess up. This is when you see somebody standing in spawn getting killed by Wyrms as they spam "Hi deposit all yes." Not only is it dangerous but it's easy to detect.
That could be fixed easily, @DarkstaR. Simply have something like this when you activate your bank/npc label.
Code:
local bankpos = 32000, 32000, 7
local Self.Position() = pos
If pos = bankpos then
continue_the_action
else
skip_to_next_waypoint
end
That would just check if you in a certain position before continuing with the action else it skips to next waypoint. It could be adapted to see if you were within a certain sqm range of a location also. A function could be created for making the coordinate checks easier.
IsLocation(x,y,z)
If you don't plan on adding any of this, please add a WalkerStuck() function so that I can see whether the walker is stuck or not, and some way to advance to the next waypoint (not label) in the walker. I could write the rest of the script I need myself then. This would save me so many stuck/lured/roped bots.