Macro requests from before the user variable changes that broke all macros
Moderator: MacroQuest Developers
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8 legs
- decaying skeleton

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by 8 legs » Mon Oct 07, 2002 1:20 am
Anyone have ideas on how to make a macro for all known dungeons that has loc for all the walls so you can hunt with a macro there and not get stuck on walls? Hunting macros work just fine in outdoor areas but obviusly not at all in dungeons.
This could also be helpful for getting stuck on trees. I currently use the same as most where if my target isnt in range after a certain amount of time it backs up and looks for a new target. Is there a way for MQ to know if you character is not moving? For example if you x,y coorids stop changing it will turn to the right?
*edit* Started out as a joking post but it apparently offended Rizwank So I changed it to a more sensible post.
Last edited by
8 legs on Wed Oct 16, 2002 5:07 pm, edited 1 time in total.
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rizwank
- Huggle Police

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by rizwank » Mon Oct 07, 2002 2:32 am
loc for the walls to walk around? or navigate from point a to point b ?
this is just so poorly written, plus the "someone make a macro that" sensibility annoys me.
locking.
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tuxracer
- Esse Quam Videri

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by tuxracer » Tue Oct 15, 2002 7:29 pm
Unlocked.
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Zorg
- a lesser mummy

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by Zorg » Sat Oct 19, 2002 11:07 am
I thinking create an array of open coordinates in a zone, and then signify in some way how the connect to each other. I.e. v[1] to v[20] are all points out in the open, and then you've got pathing information like 'v[1] attaches to v[3] and v[7]. Basically, create a tree, and parse through to find the correct path by finding the closest stored coord for the coordinates given.
I'm just not sure how you would implement it in the macro language.
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Fippy
- a snow griffon

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by Fippy » Sat Oct 19, 2002 11:27 am
I gotta a whole pathing system worked out onm paper but there aint enough support for data structures to do it, only one array and a maximum of 99 dimensions limits it to be too low a resolution to be usefull.
Once madmonk gets his perl scripting module complete then it will be a lot easier to write a complex bot pathing script.
Thats gonna be something I am going to work on for sure.
Fippy
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Imperfect
- Macro Author

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by Imperfect » Sat Oct 19, 2002 4:51 pm
have run running around every dungeon doing /loc
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AMadMonk
- a lesser mummy

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by AMadMonk » Thu Oct 24, 2002 7:48 pm
Fip take a look at utils.pl that is bundled with the 10-23 drop.
I (inadvertantly) included some of my own private "testing" scripts in there. You can see that I've got an array of locs defined to take my test DE from his bindpoint in Neriak "back to nektulos".
I was thinking about more elegant ways to do pathing too; I'll be interested to see what you come up with. Maybe we should get together; I want to work on a more clever AI, and pathing and AI's go hand in hand...