Hey lulk, MutaRaidBT already compensates for energy capping by casting mutilate, so there's no adjustment needed. I've added Shadows of the Destroyer to the to-do list however -- thanks for pointing it out!
I've pushed a new beta version to the SVN with really basic (and untested) 1-85 levelling logic. Just thought I should post here to let you folks know. I'll fix it up properly and repair any issues arising from this (if any) after uni tomorrow. Cheers!
Hey Fifty. Noticed you were looking for a way to force behind rotation on mobs, where HB thinks it's in front of the target You can look at our SVN at how i fix the problem http://pveccs.googlecode.com/svn/tr... v1.6, a Feral Druid CC/King of the Jungle.cs Take a look at our Shred region. Might be a bit primitive, but i think a lad like you could probably make something good out of it Would've added the code here directly, but for some reason the format just wouldn't correct itself this time
Hey Venus112, thanks for the suggestion. I'm already aware of that method, but it really lacks elegance, requires a lot of upkeep and isn't really portable. I want to see if a solution without a manual database of mobs is possible. I'll probably end up using a combination of the traditional MeIsBehind check and the Lua call IsUsableSpell -- called maybe once every second so it has no impact on framerate. I am limited on time right now though (life as a poor student haha ), and it is low on my priority list, especially with the manual behind override I added to the combat control UI (you can just turn it on for any applicable fights.) Cheers for the advice though!
Nothing, the exception is a strange bug in Honorbuddy that was introduced with the latest version. What bot base were you using? Did it do anything in combat? Note if you were trying to use anything other than Raid Bot or LazyRaider you're using the wrong version. You need to get V4 from the SVN to use it for questing. fiftypence - Revision 31: /trunk/MutaRaidBTv4
fifty mind explain what the "behind target: True/False" button is? Also those toggle macro's would be useful to those who can make use of them.. if your PC can handle raidbot it should be able to handle the toggle..
Sure, it treats everything you're fighting as if you are behind it. In other words, if there are mob mechanics which treat you as always being behind a mob, using that bypass will allow you to use backstab sub 35% without having to manually control the game.
I was using Raidbot for arenas. It throws the error almost every arena, sometimes it starts the cc back up but usually it's dead. I just tried out v4; it's really nice and it hasn't broken mid arena yet, but you treat arenas like bgs and try to control movement. Code for facing would be nice but the other movement code makes it impossible to move around the target
Yeah don't worry about it, one of the next things on my to-do list is proper battleground/arena/pvp stuff. For now you can edit Helpers/Area.cs and change the line that returns Battleground to return Raid and you should be good to go. edit: You'll probably need to change Undefined to Raid too for it to work properly in arenas!
You mean:? I just replaced the bg tree with my custom code instead of using leveling's. This idea for areas is epic, epic epic epic!!! I use to have three versions of your bot but now I can add them all together
Yeah, that should work fine. Undefined will be set when you're in an arena (I have yet to implement a context to describe arenas -- so it falls back to Undefined) and Battlegound when you're in a BG. So just shove your custom code in Context/Battleground/Assassination.cs and it should run perfectly.
Actually, before i made the code change Battlegrounds.IsInsideBattleground was returning true in arenas. And course i wasn't running bgbot edit: I'm gonna try adding: not sure if it will work though edit edit: still haven't queued for an arena to check if the above code works but on a different note... fiftypence, you're mailbox is full XD message limits suck... also, I don't understand why you avoid StyxWoW.Me.CurrentEnergy and instead use a lua to update energy. I think I remember reading something about it before but can't find anything
Cleared space now! ObjectManager (for whatever reason) only updates energy every few seconds, or at least it did when I originally wrote the code. For example, calling CurrentEnergy might look like this over a second: Code: 65 65 65 65 65 80 80 80 80 95 95 95 95 Whereas the Lua call would look like this Code: 60 63 66 69 72 75 78 81 83 85 87 89 91 93 95
I just finished an alpha test of my pally rip off of MutaRaidBT. Only ret right now. If anyone's interested, the svn is here.
Have you copied the files from: MutaRaidBT4\MutaRaidBT4 folder? that folder is what you use, not the entire thing just the folder INSIDE MutaRaidBT4 folder called MutaRaidBT4
that's correct, if those are in MutaRaidBTv4 folder, then that is correct. Then I need to hand it over to FifthyPence for more investigation