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  1. #1
    kingdeking's Avatar Member
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    Determine if player reached point

    Hello,


    currently I am controlling my character using ClickToMove. Now I need to know when the player reached the point i wanted to move to. Is there some flag maybe in the PlayerObject like IsMoving? Or anything else?

    edit: Just found in the dump thread:

    CGPlayer_C::IsClickMoving

    will take a closer look at this!

    edit: ok, everythig working fine:

    for those who are interested:

    Code:
    typedef bool (__thiscall* IsClickMoving_t)(__int32* PlayerObject);
    Last edited by kingdeking; 08-08-2012 at 06:12 AM.

    Determine if player reached point
  2. #2
    kosacid's Avatar Active Member
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    you will have to read the players field x y z when it stops your there

  3. #3
    Seifer's Avatar Site Donator
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    Alternatively, you could just calculate the distance to your target and move to the next point or do whatever once you've arrived within a tolerance range.

  4. #4
    kingdeking's Avatar Member
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    I dont like the idea, because you might be facing a wall and still moving. Also comparing floats is just a crappy buisness.

  5. #5
    kingdeking's Avatar Member
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    Originally Posted by Seifer View Post
    Alternatively, you could just calculate the distance to your target and move to the next point or do whatever once you've arrived within a tolerance range.

    That was my first attempt, was working fine, but the problem was: When I walked up to a node I had to wait for the player to finish his cast and loot and move on afterwards. I have checks for cast and loot, but before initiating these I have to be at the node, right?

  6. #6
    Seifer's Avatar Site Donator
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    Originally Posted by kingdeking View Post
    That was my first attempt, was working fine, but the problem was: When I walked up to a node I had to wait for the player to finish his cast and loot and move on afterwards. I have checks for cast and loot, but before initiating these I have to be at the node, right?
    Of course, thus you could do something like
    if (Poi.Current.Distance > 6f)
    {
    Nagivator.MoveTo(Poi.Current.Position);
    }
    In your looting logic, which will ensure you're "at" the thing you're trying to loot, and when you are, run all the logic you need to run.
    Last edited by Seifer; 08-08-2012 at 01:02 PM.

  7. #7
    kingdeking's Avatar Member
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    Yeah you are right, could have just stopped moving when being close enough to the node.

  8. #8
    Seifer's Avatar Site Donator
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    Originally Posted by kingdeking View Post
    Yeah you are right, could have just stopped moving when being close enough to the node.
    All depends on your implementation; I have no idea what you're using for your logic flow, or how you go about things, but that's what I think would generally be the best idea, rather than calling a function (since that means you're going to have to stop in between movement actions, which looks really, really dodgy)

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