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Thread: [Update] XenoBot Apophis v14.11.19.982 [DYNAMIC LURE | NO MORE FALLING DOWN HOLES]

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  1. #11

    Join Date
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    Quote Originally Posted by Stusse View Post
    EDIT1: Will the Dynamic Lure still be toggled by the Start/End Lure? So for example I'm stopping either if criterias in the Dynamic Lure is met, or I reached a certain waypoint.
    I have basically the same question: if I use Walker.StopLuring() but the lure conditions are met will the walker immediately start luring again? How do these functions interact? It's important because one way of fixing the bugs Stusse mentioned is with a module that stops luring.


    Also it'd be nice if there were a lure count for the lure walk waypoints, e.g. only lure walk monsters if there is > X monsters on screen. This is handy because sometimes you want to just run past monsters if there's only 1 or 2 instead of luring them across the entire spawn. Using a module to ignore targets doesn't achieve this because it still lures even if targeting is being ignored, which is the other thing I don't like. I'm guessing @DarkstaR wanted this functionality so the shooter can be turned off when luring? The thing is, you almost always want the shooter on when luring. And second, even if you do want it off, you can just load different shooter settings when luring. If instead ignoring targets stops luring (treating lure walks as stands), it allows the scripter a lot more control over when monsters are lured, e.g. in some parts of the spawn it might be good to lure walk monsters but not other parts of the spawn.
    Last edited by Ben; 09-15-2015 at 08:05 PM.

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