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Thread: [Update] XenoBot Apophis v14.8.12.746 [Protocol 10.52]

  1. #51
    Senior Member Swaghetti's Avatar
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    Quote Originally Posted by DarkstaR View Post
    Yup, always 2 days since Apophis.
    Alright, thanks for informing!

  2. #52
    XenoBot Developer DarkstaR's Avatar
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    Quote Originally Posted by Stusse View Post
    Only me tend to slightly lag sometimes when I open any XenoBot Menu like Settings and so on, also applies on battle list, quest log and some others. Not sure if it's within Tibia or Xenobot

    /Stusse
    This has always been somewhat of an issue, the UI is expensive to draw.

  3. #53

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    @DarkstaR
    When i am botting with keeping distance to monster and after i kill it and bot want to loot it then its going upstairs when there is stairs on the way. Almost always. It happen with stairs on yalahar necros, dont know how it is with another stairs

  4. #54
    Senior Member maroxy's Avatar
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    Quote Originally Posted by kubax36 View Post
    @DarkstaR
    When i am botting with keeping distance to monster and after i kill it and bot want to loot it then its going upstairs when there is stairs on the way. Almost always. It happen with stairs on yalahar necros, dont know how it is with another stairs
    You can use a special are there


    Remember that the official XenoBot page is www.xenobot.net not xeno-bot.net or similar

  5. #55

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    Quote Originally Posted by maroxy View Post
    You can use a special are there
    still, it should not be like that

  6. #56
    XenoBot Developer DarkstaR's Avatar
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    Quote Originally Posted by kubax36 View Post
    still, it should not be like that
    And that is why we have special fucking areas. Even a person will fall up stairs 1/10 times if they don't pre-navigate around them. Run at stairs full speed and try to dodge on the last tile. I fucking dare you. You won't make it every time.

  7. #57
    bawbert's Avatar
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    Quote Originally Posted by DarkstaR View Post
    And that is why we have special fucking areas. Even a person will fall up stairs 1/10 times if they don't pre-navigate around them. Run at stairs full speed and try to dodge on the last tile. I fucking dare you. You won't make it every time.
    Made me lol.
    On-topic: Is anyone else having problems injecting after the most recent server save? It could be just me, but I was just making sure.
    Edit: False alarm; everything's fine now
    Last edited by bawbert; 08-25-2014 at 08:30 AM.

  8. #58
    XenoBot Scripts Developer Joshwa534's Avatar
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    @kubax36 @maroxy and everyone else this affects:

    I probably shouldn't jump into this conversation but since I've dealt with it for over 2 years, I can tell you there is absolutely no way to prevent it from happening, at least in Xenobot's current state. It might affect other bots too, I'm not sure since I have no intentions of using them. Just remember that this message isn't to point fingers or to pick an argument, seriously.

    @DarkstaR is correct, it is really hard to dodge a tile when you're rushing full force at it. You can test it with your keyboard and you'll get that kickback that'll sometimes sends you in the wrong direction. Now, although special areas will not gaurantee you from walking up/down that hole/ramp/stairs/whatever-else-changes-floors 100% of the time, they do help so use them when you can. You can make them 2-3sqm around the hole, stack special areas on top of each other, set them to all, walker, targeting, doesn't matter. Sometimes you will still just trip down a hole or faceplant up a set of stairs without any reason whatsoever but at least next time you present the problem to Nick, he can't tell you to add special areas if you've already got 'em, right?

    The next best thing is to forcefully walk around the hole (example below). Obviously it won't help for some scenarios (pop up/down a ramp, target a creature and walk into the stairs 1 sqm away immediately) but it does help where applicable.

    (Sorry these examples aren't the best and there's probably better ways to go about moving around this hole whilst trying to avoid any potential falling downstairs.)

    (You wouldn't believe how many scripts I see where people are putting nodes right besides ramps and shit then complaining that they fell up a ramp and got jammed. Keep the nodes away from the holes and shit a bit, use stands & special areas where needed. Don't be lazy, be safer & smarter.)

    Obviously if you're making waypoints around holes as shown in the first image, you're setting yourself up for disaster and you're begging to walk right down that hole. The second image is better but if you're dragged to west side of the hole due to looting/targeting a creature, you're in the same position as the first image. The third image would be the best from these examples (yes, I know there's always a better way but its 4:27 am) because you make use of special areas. This particular special area blocks everything and will help guide your character through the intended path around the hole.

    We've been making workarounds for a lot of things, for a long time but, as always, Nick always finds the best unfuckwithable solution and that's what I enjoy the most. One day, he'll tell us all that he's got a solution for this and when he does, we can all rejoice and stop worrying about getting stuck just because we saw a ramp when running from a creature and decided that we should step on it like a landmine, knowing its the wrong thing to do. This is probably the most troubling walker related issue to workaround simply because there is no solid solution to prevent it from happening. Last year it was the special area bugs and those have been fixed. As frustrating as it can be at times, I know it will eventually be fixed.



    Now, for those of you that think I'm bad mouthing Nick, you're wrong. If it weren't for him, JXScripts wouldn't exist today and I'm not saying that to sound like I'm trying to suck his dick. I was ready to leave Xenobot long before JXScripts was created, before I had even used Xenobot for anything more than healing but there's a few reasons why we started scripting here, why we continue to do so now and have no intentions of ever leaving - Nick plays a large role in that. Whatever technique is being used here or elsewhere, for any/all scenarios, he can do it better and I say that with confidence because he knows what he's doing. He's not some kid in a basement eating his mom's home-cooked meals while tinkering around in some lines of code from time to time. Instead of coming out with some half-assed patch or some glued together project, he has kept (and continues to keep) Xenobot really solid & safe and that's why we trust what he does. Even when you think you've got the smartest idea about how something should work and all the steps figured out, he'll present a better, smarter solution almost immediately.
    Last edited by Joshwa534; 08-25-2014 at 09:41 AM.

  9. #59
    Senior Member maroxy's Avatar
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    @Joshwa534

    Really well explanation

    Thanks, will start using this way


    Remember that the official XenoBot page is www.xenobot.net not xeno-bot.net or similar

  10. #60
    XenoBot Scripts Developer Joshwa534's Avatar
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    Quote Originally Posted by maroxy View Post
    Really well explanation

    Thanks, will start using this way
    You're welcome,

    I'm assuming a lot of people's errors concerning the issue are because they don't understand how you should actually be placing waypoints. I've always been told nodes have a 3 sqm range around them and your character will walk within that range so I always try to keep nodes away from dangerous things like holes, stairs, ramps, etc. Although, if I'm going to use that hole, I'll drop a node right on top of it then a stand to go into it. You can easily load a set waypoints into www.xenomap.com and see how they're built then adjust and re-download your waypoints.

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