Avoid cells already occupied by other characters

All resolved question will be found here. It is recommended that you browse / search through this section first and see if your question has been answered before

Moderators: Moderators, Documentation Writers

Message
Author
Francesco24
Noob
Noob
Posts: 12
Joined: 06 Dec 2008, 11:59
Noob?: Yes

Avoid cells already occupied by other characters

#1 Post by Francesco24 »

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

EternalHarvest
Developers
Developers
Posts: 1798
Joined: 05 Dec 2008, 05:42
Noob?: Yes

Re: Avoid cells already occupied by other characters

#2 Post by EternalHarvest »

Francesco24 wrote:Is there any way
Sure, cells may be tested for availability: http://www.rofan.ru/viewtopic.php?t=6450

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).

Francesco24
Noob
Noob
Posts: 12
Joined: 06 Dec 2008, 11:59
Noob?: Yes

Re: Avoid cells already occupied by other characters

#3 Post by Francesco24 »

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.

Locked