If you look at the GUI I'm actually planning to add the feature where you can add/remove your own id's. It isn't working yet but it's coming
This addon is not really functioning since 5.2... I mean that it notices things and grabs the occasional item your looking for isn't help anyone when it just says it cant get to anything with LOS.. Any ideas?
I promize I will look into this, I've been really busy in real life and have been working on other projects. But I will look into it and I should allso finish the code so you can add your own ID's to search for.
concerning underground objects (which are currently not reachable) ... whats the timespan for blacklisting them? i watched my toon about 2 minutes doing rounds over the chest underground. regards
The thing is, I don't blacklist at all, the way I coded it is that if it can't find a path to the object it just ignores it. And on a other note, I'm actually recoding the plugin atm, I'm converting it into Behavior Tree instead, so if you are interested in beta testing then send me a PM.
well, it's not ignoring the underground thingy at all. it's zig-zagging above. forever. yes, always using latest revision.
Hmm... don't know why that is happening, you have the latest ver from my SVN I hope, the file in first post is old. But yeah, as I'm recoding it to Behavior Tree I'm going to add a blacklist function to it to prevent that stuff like this is happening.
Ok, the first post allso contains the BETA release of ver 2.00. I've completly recoded the plugin to use Behavior Tree now. However, this code is completly untested (out of gametime atm ). But I think it should work, if you use it then please report if it IS or NOT working.
The BETA is spitting out errors when it tries to mine a NPC. I hadto shorten the log due to size. System.NullReferenceException: Object reference not set to an instance of an object. at ObjectGatherer.ObjectGatherer.<CreateBehaviorObjectGatherer>b__c(Object context) in c:\Users\Nikki\Documents\Honorbuddy\Plugins\ObjectGatherer\ObjectGatherer.cs:line 218 at Styx.TreeSharp.Decorator.CanRun(Object context) at Styx.TreeSharp.DecoratorContinue..() at Styx.TreeSharp.Composite.Tick(Object context) at Styx.TreeSharp.Sequence..() at Styx.TreeSharp.Composite.Tick(Object context) at Styx.TreeSharp.Decorator..() at Styx.TreeSharp.Composite.Tick(Object context) at Styx.TreeSharp.PrioritySelector..() at Styx.TreeSharp.Composite.Tick(Object context) at Styx.TreeSharp.PrioritySelector..() at Styx.TreeSharp.Composite.Tick(Object context) at Styx.Common.HookExecutor.Run(Object context) at Styx.TreeSharp.Action.RunAction(Object context) at Styx.TreeSharp.Action..() at Styx.TreeSharp.Composite.Tick(Object context) at Styx.TreeSharp.Decorator..() at Styx.TreeSharp.Composite.Tick(Object context) at Styx.TreeSharp.PrioritySelector..() at Styx.TreeSharp.Composite.Tick(Object context) at Styx.CommonBot.TreeRoot.()
New Beta ver up : * Ver 2.01 * Fixed the bugs I created when I made some methods private when they should have been public. * I made a few methods none static when they should have been static. * Hopefully it should be fixed now.
New ver up on first page. * Ver 2.02 * Fixed so that we don't have a null reference when we search for objects.
Please let me know if everything works correct now as I don't have gametime atm I can't check myself.
I can't help myself but i have the feeling that as long as i have the beta in my plugin folder questing is not possible. Might be coincidence but as soon as the Plugin is gone my toons stops idling and continues to quest
Thanks for the report Iaria. I have to reactivate my WoW again so I can test this out myself, so I can bug check my code.