Code: Select all
/moveto loc ${Path[${PathNum},${i},1]} ${Path[${PathNum},${i},2]}
:MoveLoop1
/delay 1
/doevents
/if (!${MoveTo.Stopped}) /goto :MoveLoop1
Maybe a better way could be
Code: Select all
/moveto loc Y X
/delay 60s ${MoveTo.Stopped}
/if (!${MoveTo.Stopped}) {
.....some sort of interference , problem with the path - do something else , back up or strafe or what ever and /goto moveto :)
}
for a bigger example..
Code: Select all
/stopsong
/varset i 1
:moveloop
/bc [+Y+]Path : [+y+]${CampNum}[+Y+] Point : [+y+]${i} [+x+]
/squelch /moveto loc ${Path[${CampNum},${i},1]} ${Path[${CampNum},${i},2]}
:MoveLoop1
/if (${NearestSpawn[1, NPC los radius 180 zradius 30 noalert 1].ID}) {
/keypress DOWN
/if (${Me.CombatState.Equal[COMBAT]}) /goto :ReturnPath
/tar id ${NearestSpawn[1, NPC los radius 180 zradius 30 noalert 1].ID}
/delay 2s ${Target.ID}==${NearestSpawn[1, NPC los radius 180 zradius 30 noalert 1].ID}
/if (${Target.Distance}>140) {
/delay 5s ${Me.AltAbilityReady[Boastful Bellow]}
/bc Bellow pull
/alt activate 199
/delay 6
}
/cast "Slumber of Kolain Rk. II"
/delay 1s
/delay 4s ${Me.CombatState.Equal[COMBAT]}
/delay 5
/echo ${Me.XTarget}
/stopsong
/if (${Me.XTarget}==2) {
/delay 4
/if (${Me.XTarget}==2) {
/bc Boastful Bellow SS
/alt activate 199
}
}
/echo Returning back
/goto :ReturnPath
}
/delay 1
/if (!${MoveTo.Stopped}) /goto :MoveLoop1
/varcalc i ${i}+1
|| /echo ${Bool[${Path[${CampNum},${i},1]}]} ${Path[${CampNum},${i},1]}
/if (${Bool[${Path[${CampNum},${i},1]}]}) /goto :moveloop
/delay 1s
/bc End of Path Encounted - No Aggro
/call CampFireBack
Thats my bard pull code - it's specific for an instance, but you can get the gist of it.