Few days ago I noticed that it's really easy to spot a bot walking around a crowded area: if the bot, trough a macro, is set to walk around town to some coordinates and if a player is already in that cell then the bot will still move there and will be "bounced out".
Is there any way to "fix" this behavior? like a way to check if the cell where the bot is moving too is free or not.
Thanks
Avoid cells already occupied by other characters
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Re: Avoid cells already occupied by other characters
Sure, cells may be tested for availability: http://www.rofan.ru/viewtopic.php?t=6450Francesco24 wrote:Is there any way
Route task also implements distFromGoal to get near a specified point, it makes sense to try to find a free cell if distFromGoal in that case (and expose that option in commands).
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Re: Avoid cells already occupied by other characters
Thanks a lot for the reply!
I tried your plugin and it's very nice for the intended purpose of warping to a free cell around the bot and then go inside the warp.
Would be possible to use it to move the bot to a destination while checking if that cell is free?
Something like "move to any free cell around coordinates x y".
It would be useful in places like Battleground arena for moving to the npc without risk of ending in some occupied cells. Also for any moving with macros in crowded areas.
I tried your plugin and it's very nice for the intended purpose of warping to a free cell around the bot and then go inside the warp.
Would be possible to use it to move the bot to a destination while checking if that cell is free?
Something like "move to any free cell around coordinates x y".
It would be useful in places like Battleground arena for moving to the npc without risk of ending in some occupied cells. Also for any moving with macros in crowded areas.