Finding Z for corresponding X/Y menu

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  1. #16
    suicidity's Avatar Contributor
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    Okay lets stop worrying about the mockery and get some answers on finding coordinates; We'll sort out the rest of the information later


    Finding Z for corresponding X/Y
  2. #17
    abuckau907's Avatar Active Member
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    so what does he need the z for ? :P

    I mean..why do you need it for any point in game? Any other time (object, player) etc..it will be in ram, so why any point?

  3. #18
    _duracell's Avatar Active Member
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    Originally Posted by abuckau907 View Post
    so what does he need the z for ? :P

    I mean..why do you need it for any point in game? Any other time (object, player) etc..it will be in ram, so why any point?
    My guess would be to use CTM to walk to certain points on the map where he doesn't know / want to know what the Z value for that point is. It would be nice to just use CTM to move to a desired X/Y location and let the game engine calculate the altitude at that point.

  4. #19
    lanman92's Avatar Active Member
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    It already works that way >.> You can record a waypoint(?) in midair and use CTM on it and it'll walk to the point on the ground below it.

  5. #20
    adaephon's Avatar Active Member
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    Z could be useful if you're intending to include flying support? Knowing the height diff between your current location / target location in order to decide how high you should fly to avoid obstacles etc.

  6. #21
    abuckau907's Avatar Active Member
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    @adaephon: my point --> LocalPlayer/Target are both in ram..so why do you need to find a z coord to any RANDOM point (ie. for pathing..hopefully you have some kind of way-point or SOMETHING, not just clicking random x,y,z spots..) I'm just asking because looking at his posts, I'm guessing he's not very far in the process..ie. is it auto-attacking, looting, etc...or is he trying to make it fly before it can walk (no pun intended..haha)

    @lanman92 thanks..was curious about that even though I don't use ctm

    @_duracell "My guess would be to use CTM to walk to certain points on the map where he doesn't know" um..so this is RandomWalker2009? Lol..I know i'm just being a smart-ass and someone will have a good answer, but why would you want it walking in a totally random place..wouldn't that mean the bot was lost? I'm just woke up..but the only time I use x,y,z is either for Local Player, a Target, or a way-point..I never say ' hmm..I'd like to go to Random(),Random(), ..what's the Z for that random point' I mean..there *could* be uses for it..I just don't see him needing it?

    edit: Did you check ctm to see if you have to supply the Z argument and what happens if it's not actually on the terrain?
    Last edited by abuckau907; 07-30-2009 at 02:45 PM.

  7. #22
    tboy32's Avatar Member
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    Google 'MPQNav'. The site provides source code that reads the game's MPQ/ADT files and pulls out heightmap data. I believe the project's intent was to let the user input a starting and ending point and output a list of waypoints to get there, however I don't think that goal has been met yet. Regardless, it should be a good starting point for you.

  8. #23
    _duracell's Avatar Active Member
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    Originally Posted by abuckau907 View Post
    @_duracell um..so this is RandomWalker2009? Lol..I know i'm just being a smart-ass and someone will have a good answer, but why would you want it walking in a totally random place..wouldn't that mean the bot was lost? I'm just woke up..but the only time I use x,y,z is either for Local Player, a Target, or a way-point..I never say ' hmm..I'd like to go to Random(),Random(), ..what's the Z for that random point' I mean..there *could* be uses for it..I just don't see him needing it?
    No, what I meant was that, let's say you have a list of all the possible X and Y locations for Copper Ore in a given zone. Instead of manually determining what the Z value is for each node, it would be much easier to let the engine calculate the necessary target Z value for CTM.

    If what lanman92 says is correct, then it's not even an issue. I haven't tested it, but if you can just write the X and Y values to memory while leaving Z null when using CTM, that'd be great.

  9. #24
    abuckau907's Avatar Active Member
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    @_duracell I don't care about mines/herbs for my bot yet so I haven't looked them up: what do y mean a list of all possible x,y locations..is that something stored in a file client-side..and only x,y values? Again, I don't know, but that's weird :P I assumed each mine/herb would have an x,y,z in ram..guess not tho?

  10. #25
    Mr.Zunz's Avatar Contributor
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    Originally Posted by abuckau907 View Post
    assumed each mine/herb would have an x,y,z in ram..guess not tho?
    I think they do, they need to appear 'above' the map so it must have a Z coord i think?


  11. #26
    adaephon's Avatar Active Member
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    WoWHead will list spawn locations for nodes in x/y map coordinates. These can be converted to WoW World Space X/Y coordinates (there's info on it on these forums somewhere) - but no Z coordinate, thus (I assume) the question.

    @abuckau907 Nearby nodes (i.e. those that exist in the object manager) do indeed have X/Y/Z in ram, but this isn't about finding the X/Y/Z of a known game object, it's about generating possible X/Y/Z points where a node might be found, and (in case of a bot) navigating bot to that location. Once you get close enough you can grab the node out of memory to navigate to its exact location (assuming a node currently exists at that location)

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