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Thread: WalkerStuck()

  1. #11

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    Something that would be great is if the bot dont find the waypoints.. so the bot standing there and do nothing.. Make so the character move around 2-3 sqm untill it find the waypoint. Because when this happen for me I just move by hand 2sqm down or something then the bot starts run again.

  2. #12
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    In the interim you could just use Self.DistanceFromPosition(x,y,z) like so:

    lua code:
    if Self.DistanceFromPosition(x,y,z) == 0 then
    Self.SayToNpc({'hi','trade'}, 65)
    --more code
    else
    return
    end

  3. #13
    Senior Member Eion's Avatar
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    @DarkstaR You added the weak node because of what another member suggested, that member even quoted from this thread.

    Now how about a
    "WalkerStuck()"?

    Please? lol

  4. #14
    dedi's Avatar
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    I'd be so happy if he add Weak Stand (for stairs, reaching doors etc)
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  5. #15
    XenoBot Developer DarkstaR's Avatar
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    Quote Originally Posted by dedi View Post
    I'd be so happy if he add Weak Stand (for stairs, reaching doors etc)
    Weak stands will not be added, due to the things I've mentioned earlier. People would just use weak stands everywhere and then the issues would be the same. Plus, it makes no sense.

    The only difference between stand and node is that stand has a requirement to stand on an exact tile, where node is variable and can just come within a range of that tile. Nodes are more of weighted path suggestions, not absolute path definitions, and that is how they are intended to be. Because of this, skipping a node that can't be reached sticks to the pattern of "weighted suggestion," in the sense that it will not hold up the bot if it becomes a hindrance to pathing. Stands, on the other hand, being the defining elements of a paths definite locations, need to be just that - definite. Why would the bot need the ability to stand on an exact tile, but only if it's reachable? That is just a path suggestion, not a definite pathing point.

  6. #16
    dedi's Avatar
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    Quote Originally Posted by DarkstaR View Post
    Weak stands will not be added, due to the things I've mentioned earlier. People would just use weak stands everywhere and then the issues would be the same. Plus, it makes no sense.

    The only difference between stand and node is that stand has a requirement to stand on an exact tile, where node is variable and can just come within a range of that tile. Nodes are more of weighted path suggestions, not absolute path definitions, and that is how they are intended to be. Because of this, skipping a node that can't be reached sticks to the pattern of "weighted suggestion," in the sense that it will not hold up the bot if it becomes a hindrance to pathing. Stands, on the other hand, being the defining elements of a paths definite locations, need to be just that - definite. Why would the bot need the ability to stand on an exact tile, but only if it's reachable? That is just a path suggestion, not a definite pathing point.
    People used to skipping waypoints. It was like this on Elf, Blackd, Neobot (dunno how it was with NG). It is much more easier to make script with this (if you know basics of scripting). Ofc it is bad for newbie rotworms script, but it will not work for longer, more complicated places.


    Example:

    Ofc there is function Self.OpenDoor(), so let's do like this:

    Label: Door
    Stand waypoint next to the door.
    Action: Self.OpenDoor()
    Action: wait(100,200)
    Stand after Door
    Action: if (Self.Position().y > 32423) then Walker.Goto("Door") end --If didn't pass door go back.

    How it will work?
    Good, except 1 situation:
    Someone closes door right after opening it. Your script will get stuck untill someone opens door.

    Ofc you can make module for opening doors, that's how I solved this problem.
    Last edited by dedi; 10-01-2013 at 04:36 PM.
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    • Sold 310 RP (vent)
    • Sold 265 EK for Loloz (vent)
    • Sold 232 EK to ppooll
    • Sold 165 ED to tonystrea
    • Sold 350 ED to Serek (allegro)
    • Sold 392 EK to Czoger

  7. #17
    XenoBot Developer DarkstaR's Avatar
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    If the problem is easily solved, why do we have to break the current waypoint model to fix it? It's not broken. There's just a new way to accomplish it.

  8. #18
    Senior Member Eion's Avatar
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    Walker stuck.. true or false....

  9. #19
    Senior Member Tripkip's Avatar
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    @DarkstaR

    I get your ppoint how you would like to keep it easy for the not advanced users, but this makes it harder (or atleast more complicated then needed) for the actual advanced users. Cuz insted of addin a simple waypoint, we have to find a way around with external scripts and other bypasses.

    Isnt it somehwat people their own responsibillity to not screw up their own waypoints by not making everything a weak stand. Theres tutorials all over the forum on how to make waypoints/scripts if they dont take time to read those, then they should just stick to buying scripts like the majority does.

    Also I dont see any problems in adding functions wich not everyone sees the use of while certain individuals do. For these people that like them and requested them. they can use them for improving their own scripts better (by making them more advanced). While the people that actually dont see the use of them, they can just let em be for what they are.

    Some functions might be used impropperly, or people wont know how to use them. But this is mainly the problem with everything thats getting really advanced.
    But all the basic functions wich we always had will still be there, and they can still work with that. While all the more advanced users get their piece of the pie by getting more and more functions to work with and therefore make better scripts.

    EDIT: Just thought of the following, insted of actually making a Weak stand, Give it the name "Reach" This way the name is actually impliying what it does, and people wont see it as a stand. and therefor it wont mess up the system we currently have?
    As you mentioned before, a stand is a stand, and this should and will be the way it is. I agree on that.
    But I also Think we should have the thing Mentioned by me, @dedi and @Eion. a Waypoint that is more accurate then a node, but skipable if it cant be reached within a certain timeframe.


    @Jah Like I mentioned in this post already, yes it is pretty much possible to use by passes for pretty much every problem. But this is time consuming and unnecessary.
    Its a bit like, this: You wanna put a screw into the wall but you dont have a screwdriver, lets use a knife instead.
    Last edited by Tripkip; 10-02-2013 at 11:25 AM.

  10. #20
    Retired Staff Member Flappy Joe's Avatar
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    Am I missing something here?

    Why cant you just use

    lua code:
    Self.DistanceFromPosition() and/or Self.Position()
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