Version 1.1 out
Not much change, really
- Removed stat variables, they are getting pretty inflated right now, will have to look into the issue more later
- Slightly changed when the breakhandler is called. Maybe breaks will work now, maybe not (still cannot figure out why they won't)
"Once you begin to think, you can't stop."
Life > 0
I'll give it a run later and let you know mate
Feel free to ask me any questions, I will do my best to answer them!
Previously known as YouPee.
How is this bad boy (script) coming along?? I am trying to make an account to test/use it =P
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i don't have a character to test it with.. Currently leveling one..
I am also having some trouble with my breaking.. as i want it based on "time" so you never hit that 6 hour limit accidentally. I have almost sorted it.
I will PM you the script soon. Hopefully i have the breaking sorted.
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Breaking still didn't work for me, I'm going to give it a go myself, I'll post the update either later on today or tomorrow evening, Got my void back however, so Thanks!
"Once you begin to think, you can't stop."
Life > 0
"Field not found: bk"
Do you have any idea what this means?
It fails to re enter the boat for me after a match.
Last edited by dontbuzz; 05-12-2016 at 01:34 AM.
I'm just gonna repost this for anyone not bothering to read the main thread:
"Once you begin to think, you can't stop."
Life > 0
Got my void, thank you
I tried real life once, the graphics where great but the storyline was terrible.
What do these tags do?
Where is 1.2 uploaded?
It auto-updates.
@kristi, good stuff! I'll leave this running overnight and get a nice proggy. Just a suggestion, I've noticed it sometimes gets stuck because none of the doors open (and legit players close the doors to keep the knight alive). Might be a shout!
https://villavu.com/forum/showthread.php?t=116214
Could this be of use? It takes the gates location to make a TBox on screen in which to find the color, and then click on the gate.
Got a nice proggy, this runs well!
Just another thing -- I've noticed it'll often stop doing things (temporarily) when brawlers are in the way. Might be good to kill them first?
Not in this particular instance, unfortunately. Each game is instanced and the specific tiles will be different, that's why the script uses RSWalker for walking.
Not sure if DTMs would be reliable, as that'd require a static view point and you'd still have several false positives due to the fence having similar colors. And about the brawlers - the script works from an FSM-style loop, and it would be pretty hard to make it kill brawlers only when "stuck" (how can it detect that it's stuck?), only way around it would be killing every brawler that's near, and that'd be pretty inefficient. Nice proggy btw!
"Once you begin to think, you can't stop."
Life > 0
The Void Knight is in a static position isn't he? Can't you just base where the gates are off of that position?
Yes, problem was that the script could have issues finding the void knight sometimes, making it run around completely lost. This was the most optimal solution I could find, and while it does have an issue with gates it does not affect overall performance. I might find a better solution later on though.
"Once you begin to think, you can't stop."
Life > 0
Can you add the ability to use special attacks while attacking? Also, it gets stuck when brawlers are in the way, so it just stands there.
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