There is a function for that, bool WoWUnit.LineOfSight. Example: Code: if (Me.GotTarget && !Me.CurrentTarget.InLineOfSight) { slog("Battleground: " + Me.CurrentTarget.Name + " out of Line of Sight, blacklisting for 3 seconds"); Blacklist.Add(Me.CurrentTarget.Guid, TimeSpan.FromSeconds(3)); Me.ClearTarget(); Lua.DoString("PetFollow()"); lastGuid = 0; }
Yes but the actual LineOfSight Function works by recognizing a string which is called in wow after your trget got behind a wall etc.. but mean that the LineOfSight should calculate as it is possible to cast or not. So that HB gets cleverer and more human and eludes the Obstacle before ending the cast. Cuse i would prefer to go around the corner and cast another DoT before the Enemy is out of sight^^ I know it sounds very naive and i know there are things that have more priority. It would be nice if the Devs make a note of this and code it later after open beta into HBv2
I'm not sure what you mean, exactly. Right now, a CC dev could check to see if a target is out of sight, and (if they really wanted to), move to a position where the target was within line of sight. Most choose to just blacklist the target instead and go for someone/thing easier.
I think he wants a CC that detects where it can run to get out of sigh, so he can interrupt spellcasters. E.g. Cast a DoT and hide behind a wall. And that will require a lot of coding.
No. It has always weighed roads (atleast in all beta versions that have ever been released to others than me). Well, it involves some math, but it's nowhere near impossible. It requires some advanced environment and geometry analyzation math, but it's definitely possible.
I stand corrected on the first part. As for the latter, you have to remember that you are a demigod, unlike the rest of us. PS: Slut.
Does this mean, we can have profiles that handle the AV bunkers and Ballinda ect.. if so, epic win. I saw it handles stairs fine in org.
yes, i agree, not impossible, but requires a lot of coding, as stated. And of course, all that algebra classes that i didn't attend would help me now.
MaiN your a nav god, put your mind to it and you can do it ! Looking forward to testing your new nav system out btw, Hope its good, cos am damn fussy
You can watch my lock use it here - http://www.livestream.com/ski107 Keep in mind I'm purposely trying to break it by navigating around cliffs and fighting mobs that jump in the air, so if you see it stuck/not working, it was because I was trying to break it
hawker Honorbuddy Developer Gliding Machine Location: England Reputation: 607 Quote: Originally Posted by Pure07 Yea most CC's are complete and ready for HB2.0 so within i week i reckon. No. Parts of the work that I allowed 1 day for should have been scheduled to take a week each. We will try to get it out before May. __________________ Even a broken clock is right twice every day.
Brute force is often times the worst solution, it's runtime is exponential O(c^n) which is inefficient. There are plenty of generic algorithms available publicly, for doing searches for instances you have merge sort O(n log n) or quick sort O(n log n) (but, can be faster by some multiple). I am sure you could implement some efficient algorithm although, when your dealing with graphs (which I am assuming) finding shortest paths can be difficult but, certainly better than brute force for instance Floyd algorithm for shortest path is average O(|v|^3) v= vertices.