Hey Guise, and sorry for quite no response on my plugin for a long time. Bad News: There will be no update for this plugin. Because.. Good News: Millz has developed a plugin that does almost everything SupremeTargets did, but he is maintaining it! Set it up correctly, and it will do even better than SupremeTargets did. You can get IWantMovement here: http://www.thebuddyforum.com/honorb...ovement-use-lazyraider-crs-afk-bot-bases.html I'll just leave this here until the thread gets abandonned. Supreme Targets 2.1.2Supreme Targets 2.1.0Supreme Targets 2.0.0Supreme Targets 1.0.0 2.1.0 release @ 06-12-2012, NEED TESTERS & FEEDBACK! Is a simple Plugin made for handling some target-stuff. For example, this plugin will, for examaple, but not limited to: Customisation for now all the "settings" shall be accessed via the SupremeTargets.cs File, as I still haven't build a GUI. if anyone wants to add a gui, feel free to do so and pm it to me or post it in the thread, i will add this to the current release if its working & bugfree. you can edit the boolean / int values for most of the stuff in the top-region "customizable - someone make a gui eh?" - questions? ask. Out-of-fight: look for random friendly targets, make my bot look less bottish! But only players, we dont need to target NPCs. My decision. Will not add this. our poorly coded cc does not remove dead targets, so shall we? yes. In-fight We have no target, but our pet has, lets take this target! We are fighting a mob, but suddenly a badass Player attacks us, THIS MEANS WAR, WE GONNA SWITCH TO HIM AN BUTCHER!!!!111 our poorly coded cc does not handle facing the target, pain in the ass - literally. lets change that. svn - the latest revision will always be found at Code: http://supremetargets.googlecode.com/svn/trunk/ no svn? okay 2 Files attached - but those won't be updated that often, i suggest svn. above. one with the latest "normal" revision, version 1.23 - no friendly targetting included one with the first release of SupremeTargets 2.0.0 - friendly targetting and some fixes, i suggest to use the new version major update version 2.0.0 is rewritten and mostly untested, if you encounter any fails, please - let me know in this thread. Please don't PM me about problems, just post them here. version 2.1.0 adds some new stuff & the first level of customisation, next step will be the GUI to chance settings on the fly. I need testers for this version, please. version 2.1.2 should resolve the inifinite-facing-issue. Hopefully. OLD POST, just for the nostalgia .. yet P.S. i know there's an error in the diagnostic log. it does not fail anything. either ignore it, or fix it yourself
basically I'm healing with ShamWoW but sometime ShamWoW or Lazy Raider one of them Keeps a dead target active and prevents ShamWoW from healing,
you mean friendly targets? thats no problem. check out new SVN in about 5 minutes. will delete friendly target if dead.
No ShamWoW nor Lazy Raider target Friendly only Unfriendly, But some times it targets a dead unfriendly and does not drop the target. questing or grinding the plugin works a treat when you go to use it with Lazy Raider Bot it does not work, as in the log whilst questing or grinding it outputs as it doing the dropping, i dont think its loading correctly under different bot bases
thats a HB/general plugin issue, the Pulse() is slowed down by other plugins, and also HB is NOT constantly pulsing x times in the same amount of time.. to make it faster, it has to be implemented in a CC - which is quite easy, if you take the plugin code and adapt it in a cc.
Works just fine but it spamms this in the log file. Code: [11:04:59.117 D] System.NullReferenceException: Object reference not set to an instance of an object. at CombatTargetting.SupremeTargets.Pulse() in c:\Users\d\Dropbox\hb\HB1\Plugins\supremetargets\SupremeTargets.cs:line 85 at Styx.Plugins.PluginWrapper.Pulse()
cause my code is very dirty, indeed! i already recognized that - but its only visible in the logfile or Diagnostic view.. it didn't bother me so far; If you got a fix, i can implement it just now, but i have other priorities than fixing this atm :]
Need to add to it: using Styx.Plugins.PluginWrapper.Pulse(); using Styx.Plugins; is not enough to get the deepest part of it (aka Pulse() which is needed to decide if it's hostile. I added it on mine and it works.
Could you implement a way for the plugin to drop/switch targets when a hostile mob move out of range or runs away but doesnt evade. An example of this being millhouse manastorm in stonecore. If he is attacked during a mount run your char will chase him to the next set of mobs, usually resulting in death for having too many pulled. So basically im wanting it to drop the target as soon as he moves out of range. Is this possible?
i don't get this yet. well its not working first hand, no idea. yes, i added code to drop if the target goes beyond 50yd - i think this value is ok, needs to be tested. want to use a specific distance for this, no "fleeing" cause it may bug i'll also add a code for temporary dropping invulnerable targets later. but lmk if 50 works yep svn will be updated soon. ?: svn is updated, and working ?: somethings not working. go back to rev. 11 thanks
Trying this out in stonecore now, Appears to be going mental with switching tagged targets, it just jumps between targets every half second. Not sure if this is what you intended. Ive removed the tagged targets code and this is now working flawlessly for my project.