Quick fix:
- Fixed an issue with Drillworms West & East getting stuck in Kazordoon
Quick fix:
- Fixed an issue with Drillworms West & East getting stuck in Kazordoon
i downloaded the first one of larvas ankrahmun lvl 8 and i can't load it on the xenobot, i downloaded the archive store it on the xenobot scripts folder and it does not appear me on the bot it's self , any help?
Belden's Free Scripts
Belden's Quest Scripts
Bought Lifetime Subscription from Fractal
Bought TeamSpeak 3 Service from Sikkness
Bought Leveling Service from Y2Quakepc2
I trying to go zombies but:
16:14 XenoScript Error:
Script: [EK] Yalahar Zombies.xblua
Line #: 366
Chunk: [string "C:\Users\XXXXX\DOCUME~1\XenoBot\Scripts\\_... "]
Error: attempt to index field 'Route' (a nil value)
This is an error with user-input and should not be reported as a bug with XenoBot.
I have the zombies zone mission done but... i need to do more missions?
Fixed deleting line 366
Last edited by asiboteoasiasi; 09-19-2016 at 02:31 PM.
Glooth Bandits south is broken script. Lurer is bugged & constantly on. It is just rushing from waypoint to another and not finish monsters.. waste of money and time!
Trade history:
sold 2 x 80 ek to @Bleed [done]
sold 176 ED Unregistered to @Makkiiee [done]
sold 263ED and 210 EK to @Dafuq[done]
sold 190 MS to @smeg[done]
sold 105 ED to @Merre[done]
sold 224 MS to @smeg[done]
sold 322 EK to @nazze[done]
sold 340 RP to @nuub[done]
sold 21KK to @Dafuq[done]
sold 36kk to @janever[done]
sold 30KK to @Ispiro[done]
sold brass set on rook to @Tibian [done]
sold brass set on rook to @Y2Quake [done]
Does the script use SLure or SIgnore waypoints to lure inside the spawn? Cause there is a bug where the walker frequently gets control of the character for very short periods of time while the targeter should be the one in control. If the next waypoint is SLure or SIgnore this leads to lure or ignore mode getting activated despite there being monsters left. This is made worse when you're kiting since you can passively validate the nodes before the SLure/SIgnore waypoint.
I know your Pirates Yalahar script has a similar issue, but in that case the offending waypoint is a ladder (this is also an issue with floor changing waypoints if they are within 1 sqm from the character).
I'm only using custom labels during hunt to force lurer to kill monsters if there is enough of them on screen, everything else such as leaving or luring is handled by modules.
Lurer delays the walker instead of stopping it ( seems to be safer ), and nodes are close enough to make sure it can detect the delay and wait for monsters.
It's only changing the targeting ignoring/normal targeting ( to make it use magic shooter while luring or not, based on user settings ), not using the lure targeting.
If it would target a monster in the current state while the lurer is active and walker is not stuck, the character would just stand in place till it kills that monsters ( but that case should be impossible + he mentioned it never stops moving )
During killing, it has 45 seconds to kill every reachable monster.