Ore underwater, what can I do? menu

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  1. #1
    vampir26's Avatar Member
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    Ore underwater, what can I do?

    Hi
    Sorry for my bad english
    My ore and herb farm bot works nice, but I have problems with nodes, there are under the water. The water is for the flymount a wall.
    Is there a way to detect, if the node underwater?

    At the moment, I use an ignore list. When the bot use the "unstocking" routine for 10 rounds unsuccessfully, it puts the node on a "ignore list".

    But that is not, what I want

    Is there a way?

    cya & thx

    Ore underwater, what can I do?
  2. #2
    Mr.Zunz's Avatar Contributor
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    Yep there is a way. write a navmesh then you're done, simpler way. No... sadly... IIRC


  3. #3
    akh's Avatar Member
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    You can use a traceline to test if the water is hit... If you use the search function you can probably find the right flag.

  4. #4
    mnbvc's Avatar Banned
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    Code:
    bool CGGameObject_C::IsUnderwater()
    {
    	WoWPos result;
    	float dist=1.0f;
    	WoWPos start = Pos();
    	WoWPos end = Pos();
    	end.z+=100.0f;
    	TraceLine(&start, &end, &result, &dist, 0x10000, 0);
    	return (dist < 1.0f);
    }

  5. #5
    Robske's Avatar Contributor
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    Originally Posted by Mr.Zunz View Post
    Yep there is a way. write a navmesh then you're done, simpler way. No... sadly... IIRC
    ...

    Traceline with the correct flags will not only tell if a node is underwater, it can also give the location of the collision with the water surface. With this information, getting to the node is child's play. Getting out of the water is abit trickier for classes that do not have a waterwalking ability (by default ). Help yourself with some clever raycasting to find the closest reachable shore.
    "Always code as if the guy who ends up maintaining your code will be a violent psychopath who knows where you live." - Martin Golding
    "I cried a little earlier when I had to poop" - Sku

  6. #6
    MaiN's Avatar Elite User
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    Originally Posted by Robske View Post
    ...

    Traceline with the correct flags will not only tell if a node is underwater, it can also give the location of the collision with the water surface. With this information, getting to the node is child's play. Getting out of the water is abit trickier for classes that do not have a waterwalking ability (by default ). Help yourself with some clever raycasting to find the closest reachable shore.
    Or ignore them.
    [16:15:41] Cypher: caus the CPU is a dick
    [16:16:07] kynox: CPU is mad
    [16:16:15] Cypher: CPU is all like
    [16:16:16] Cypher: whatever, i do what i want

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