Bugs

Sawyer

Member
I'm not really sure how meshes work, but if you're able to "expand" certain doodad meshes, you could possibly make the bot avoid certain problem objects by being 2-3 yards away from them
 

Sawyer

Member
For example certain overhanging branches will catch the bot up, because it thinks it can go under it, but it gets caught on his head and walks like an idiot for 30 seconds
 
Botting is in progress on the retail server. The character is trying to move to a cave or other blacklisted area. In particular, there are cases where the character enters the cave and cannot come out, and the game will be forced to quit. Please check.
 

Cropik

New member
hi, I have a problem - on the zaralek route - my character just stands in the lava and does not try to fly away
 

Grumpy

New member
In reply to Kumouri: [That makes sense since the way it disenchants is by casting DE and then selecting the item to DE, so if, for some reason, the initial cast didn't happen it would try to equip it. Maybe it's trying to click too quickly after starting DE? Or isn't waiting long enough after looting before trying to DE again?]

Just seen this bug - was trying to figure out which addon kept equiping greens instead of my epics before I realised it was the disenchant issue.
Could the event UNIT_SPELLCAST_START be used to fix that? That triggers when a spell starts to cast, so if the unit is the player and the spell is disenchant then select the item, so it should only happen on sucessful disenchant cast?
 

Kumouri

Member
In reply to Grumpy: [Just seen this bug - was trying to figure out which addon kept equiping greens instead of my epics before I realised it was the disenchant issue.
Could the event UNIT_SPELLCAST_START be used to fix that? That triggers when a spell starts to cast, so if the unit is the player and the spell is disenchant then select the item, so it should only happen on sucessful disenchant cast?]

I don't know anything about Bambo's implementation but I'm guessing he goes the much simpler route of attempting to cast, check if channeling/casting, "wait" until cast is done.
The alternative is to attempt casting start, mark something saying we should be casting, and wait for both a corresponding UNIT_SPELLCAST_START and UNIT_SPELLCAST_SUCCESS/FAIL (I think that's what it's called, if not the spellcast success/fail events XD) and mark appropriate variables to tell the yielding function that the spellcast is finished. Not that hard to do unless you already do it the first way, then it's a decent sized architectural change.
But I'm just guessing how Bambo did it XD
 

Cropik

New member
I observe a problem, my character when flying to repair, he may not fly there, and just walks in the rocks, and does not fly to him, how to fix it?
 
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