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  1. #1
    siruxx's Avatar Corporal
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    Navigation

    Hi guys , first of all thank you very much for this awesome information on this site.

    I got now a "basic" bot working and my next goal is to achieve some kind of navigation that i can clear a random generated area. At the moment i am using a waypoint system which sucks because i can only farm static areas.

    But now i am somewhere lost and dont know where to start. Maybe someone has some hints on how to achieve this goal?



    I also have a few other questions:

    How can I check if I have interacted with a target?
    How can I move ingame without using the ctm struct? I havent found out where i can pass coords to the usepower struct. but i guess it is possible since there is the power sno for walking.

    Navigation
  2. #2
    ValvePro's Avatar Sergeant
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    Originally Posted by siruxx View Post
    How can I check if I have interacted with a target?
    How can I move ingame without using the ctm struct? I havent found out where i can pass coords to the usepower struct. but i guess it is possible since there is the power sno for walking.
    This is for moving, interact, spellcast => 97EF80
    You can "check" via distance if it's interacted

  3. #3
    Evozer's Avatar Contributor
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    For gizmos, there is a gizmo_has_been_operated attribute. Also call UsePower with your coords and walk snopower to navigate.

    My pathing is basically A* for moving inside scenes and something close to this algorithm for deciding where to go (I started writing something that marked all edges between scenes as visited once or twice, then found out it had a name). You will need to read navcells or navmesh or whatever it's called from scenes, there's an array of navcells inside the scene sno for reach scene that I'm using. I haven't tested my navigation in open areas alot, but it works great for defiled crypts and butcher.

  4. #4
    ValvePro's Avatar Sergeant
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    [[pObjectMgr+0x8F4]0x108] => SceneCount
    [[pObjectMgr+0x8F4]0x148] => SceneFirstScene
    SceneSize => 0x2A8

    That's all I could say about the scene's atm maybe Evozer can tell more about this stuff like structures?

  5. #5
    Evozer's Avatar Contributor
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    You already have the pointer chain to the first scene, look at it yourself and try to make sense of what you find.

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