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Thread: [Update] XenoBot v2.7.0 [9.63]

  1. #31
    Senior Member Fleet's Avatar
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    Quote Originally Posted by p0pas View Post
    Stop spamming, Dark know what the problem is. Just w8 few hrs for his return ;p
    During this time after a update it's critical that people observe and report errors in the program, to get a fullview of what's needed in the improvement. If only a few people would report, some might think it's in error from the user and not the bot, but if more report the same error it's probably something that's wrong with the bot and not the user.

  2. #32
    Lifetime Subscriber Nostrax's Avatar
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    Quote Originally Posted by Rydan View Post
    Much better looting and the remade Walker is just awesome.

    @All with Walker problems:
    Just recreate your waypoints being sure that no waypoint is offscreen and you won't have any problems.
    I suck with computers, not do I know how to even make a script. So I obught them all, so the problem should be fixed asap if u ask me.

  3. #33
    XenoBot Scripts Developer Syntax's Avatar
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    @Daemon, @PunktG: If you guys would read changelogs or open up XenoLuaLib you'll realize those functions are useless. I created both of your suggested functions when it was first released, but it has long been added to the native library.
    The native functions handle 100+ itemcount.

    @Nostrax: while Nick probably has some bugs to work out with the walker, you can't blame poorly made scripts on anyone but the buyer and seller of the scripts. If you want 100% working scripts you can trust then learn how to make them yourself. You will profit. You can always use the free membership at lualand to get a visual feel how it's supposed to work.
    Last edited by Syntax; 08-30-2012 at 12:44 PM.

  4. #34

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    the main problem with mine scripts are that all my lua scripts run without any debug and now half of them arent even able to run and in some of the running one he ignores the labels , as well as the back reseter which was based on forgee's.lua doesnt work anymore -.-

  5. #35
    Lifetime Subscriber Nostrax's Avatar
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    Quote Originally Posted by Syntax View Post
    @Daemon, @PunktG: If you guys would read changelogs or open up XenoLuaLib you'll realize those functions are useless. I created both of your suggested functions when it was first released, but it has long been added to the native library.
    The native functions handle 100+ itemcount.

    @Nostrax: while Nick probably has some bugs to work out with the walker, you can't blame poorly made scripts on anyone but the buyer and seller of the scripts. If you want 100% working scripts you can trust then learn how to make them yourself. You will profit. You can always use the free membership at lualand to get a visual feel how it's supposed to work.
    I don't think its a good thing when an update comes u got to fix every script again? Well I have no time and interest in scripting and learning all about it? I'm playing Tibia with a bot which I pay for and the script which I pay for, it would be stupid if problems like this occure every update.

    Alltho I'm botting again, let's see how it goes

  6. #36
    XenoBot Developer DarkstaR's Avatar
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    Tibia updated in the middle of a huge update on my end. The update was still a week premature which is why we're seeing these problems. I can't help it when Tibia chokes an update out of me when the bot isn't ready for one.

    Quote Originally Posted by stefps View Post
    now you cant walk without mapclicks and mapclicks gets stucked again without trying to get unstucked
    Quote Originally Posted by Gordo View Post
    same problem, walker does not find the waypoints and is not depositing or following the script; im using infernal bolts; thais ancient temple rotworms script :/
    Quote Originally Posted by stefps View Post
    there is a bug with the walker it does not find the waypoints it is getting stucked and does not move even if i click in another wpt
    Quote Originally Posted by giefme20 View Post
    also walker stuck problem here
    Quote Originally Posted by vina18 View Post
    Walker stuck problem is back !!!! =X
    Quote Originally Posted by Koksik22 View Post
    walker stuck.. and problem with breaking mirrors on vengoth. fuck fuck fuck
    Quote Originally Posted by maicoln View Post
    The bot getting stuck and almost all the time ignoring labels
    Quote Originally Posted by stefps View Post
    there is a bug with the walker it does not find the waypoints it is getting stucked and does not move even if i click in another wpt
    Quote Originally Posted by Alastorsz View Post
    its getting walkerstuck , i think is not following the paths that doesnt appear on screen, ( i have enable walk on fire, walk on furniture)
    How the fuck do you expect me to fix "not working?" I need specific information and specific scripts. It's obviously working fine for me (and many others). 50 people sat and watched me test it on two different characters. It's a mix of the changes and bad scripting that's at fault but if you want the problems fixed I need to be able to recreate them. Give me something. You don't expect the mechanic to fix your car without touching it, do you?


    Quote Originally Posted by PunktG View Post
    somthing is wrong
    half of mine scripts now dont work (lua scripts - , bank , mp buyer )
    No changes were made to the Lua library. My MP buyer, bank deposit/withdraw, and BP reopen work fine. See my reply to the people above you.

    Quote Originally Posted by Sunrah View Post
    At crystal spiders, Certain cliffs (North cliffs) are considered walkable by the diagnostic info when they are not... But other ones are considered blocked? quite odd.
    Can you get me a screenshot of this?

    Quote Originally Posted by Daemon View Post
    Basically I guess it works as it is intended too now..... but basically it hits the first label executes it and of course it skips very fast throught the rest because I guess it assumes its already executed the action and has no need to do it again... so basically I created two labels in the LUA and it works now ~~~ example :
    This is a known issue that I'm working on resolving. I would say you should now convert all of those labels into in-line scripts. This one script will break until the wall is down.

    [highlight=lua]while (not Map.IsTileWalkable(x, y, z)) do Self.UseItemWithGround(Weapon, x, y, z) wait(500, 1200) end[/highlight]

    Quote Originally Posted by giefme20 View Post
    fix walker stucks cuz bot is useless atm
    You're useless.

    Quote Originally Posted by Fleet View Post
    The bots working, but seems to get stuck sometimes. Im using mapclicks on this specific script, so it might be that it's a monster on that tile when it happens. Worked before, but now it doesn't retry the walker.
    Can you provide the script?

    Quote Originally Posted by Dezzie View Post
    setWalkerEnabled(false)

    This is ignored in the lua files aswell
    No it's not. Works fine for me.

    Quote Originally Posted by phildeluxe View Post
    the main problem with mine scripts are that all my lua scripts run without any debug and now half of them arent even able to run and in some of the running one he ignores the labels , as well as the back reseter which was based on forgee's.lua doesnt work anymore -.-
    Ignoring labels is a known issue, I'm working on it. Try converting to in-line scripts, that's where everything should start going.
    About the re-setter, take that up with Forgee. My re-setter worked fine. I cannot develop my API around wrapper API's, they must conform to mine. That's how development works. Microsoft doesn't fix Windows when Qt breaks with a security patch. Qt updates their library.

  7. #37

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    Before update, walker was walking between waypoints flowly. Now, when next waypoint is above screen, walker just stop. You can create waypoints with range 5SQM then next waypoints are always on the screen and walker won't stop.

  8. #38
    XenoBot Developer DarkstaR's Avatar
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    Quote Originally Posted by giefme20 View Post
    Before update, walker was walking between waypoints flowly. Now, when next waypoint is above screen, walker just stop. You can create waypoints with range 5SQM then next waypoints are always on the screen and walker won't stop.
    That still tells me nothing because off-screen waypoints work absolutely fine for me. Like I said, give me a script that's broken or stop spamming the thread.

  9. #39
    Alastorsz's Avatar
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    @DarkstaRt ok man about the specific information,
    Script: Brimstone Bug Cave <keeper cave mission 3 wrath)
    Error/Issue: Walker is getting stuck several times and send the mesage " Cannoth Find the path ~" something like that. It happens even at the first waypoint, just walking downstairs to enter in the cave




    I have to walk manual only 2 block to the north and it works again, but get stuck at the next waypoint, i remade all the waypoints making them always visible in the screen, i mean the next waypoint now is visible to the last one, and it works but it stops a few miliseconds every time it get there and ofc its kinda tedious :S and when follows the gondamn lancer bettle sometimes get stuck again u.u

  10. #40
    XenoBot Developer DarkstaR's Avatar
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    Quote Originally Posted by Alastorsz View Post
    @DarkstaRt ok man about the specific information,
    Script: Brimstone Bug Cave <keeper cave mission 3 wrath)
    Error/Issue: Walker is getting stuck several times and send the mesage " Cannoth Find the path ~" something like that. It happens even at the first waypoint, just walking downstairs to enter in the cave




    I have to walk manual only 2 block to the north and it works again, but get stuck at the next waypoint, i remade all the waypoints making them always visible in the screen, i mean the next waypoint now is visible to the last one, and it works but it stops a few miliseconds every time it get there and ofc its kinda tedious :S and when follows the gondamn lancer bettle sometimes get stuck again u.u
    Is this using mapclicks or not? I think I know the problem here.

    Nevermind, I see it in the screenshot now. The problem is that the maroon tiles on the minimap are always perceived as "blocking" with the changes I made in the path-finding. I wasn't aware that there were instances where tiles with that color were walkable. Thanks for the input!

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