Hey Is there nay github link for this roject?
Hey Is there nay github link for this roject?
Hi everyone, I've been studying this post for a few days now, and I'm trying to work on a bot with Python. I've gotten almost everything to work, but creating a functional movement isn't working at all. Can anyone help me with this?
I'm having trouble getting it to move from one point to another, not to mention that it either keeps running or not. I've done several tests and nothing.
Imo you should drop Python and go with C#.
Hit me up on Tuesday if you haven't found a solution and I'll help you.
I use Python because I have a little knowledge, in C# it is zero, I have already spent days trying to solve it, I will certainly call you tks
Languages are just tools. You don't pick what you know, you pick the best tool for your problem.
Python is slow and you don't really need their image recognition shit.
Python is good for a Diablo pixel bot for example, but not a WoW pixel bot.
It's better to start off the right way and not realize it halfway thru and having to rewrite your shit.
The examples in this thread, although not great, are a decent start and they are in C#.
I managed to do almost everything with Python, except for walking correctly, I think I'm writing the code wrong. The biggest problem is turning, so I don't believe it's about C# or Python or whatever. The problem here is me and my brain lol
No, it's not about the language in your case but at some point you will realize Python was the wrong choice. DM me your disc and we will fix your problem.
Hello everyone!
I play on Classic and would like to try it out with the PixelBot. C# is no problem for me either, but I use WeakAura 5.17.1 and the strings cannot be imported. Could someone please help me? LG
Please excuse me, where should I write to you? :-)
On Discord my guy
Update: Stuff still work as intended; weakauras code seem to be broken.
Last edited by Humbleguy; 05-07-2025 at 06:34 AM.
Great thread, I've been building a pixel bot from scratch on my own, but reading this thread gave some good ideas.
One issue I'm having is with navigation. My program has the in-game x/y coords for the player, and also the direction the player is facing, so in theory I should be able to calculate the angle needed to face a target point based on my current point (using atan2 like you mentioned). Unfortunately I noticed my character was always facing slightly off and I realized it's because the x/y coordinates aren't uniform. The x/y coordinates are based on percentage of width and percentage of height, but if the map isn't a perfect square, neither is the grid.
For example, if character is at position 5,5, and I want to move to 4,4, according to the math you would need to rotate 45 degrees. But if the x axis is 30% more stretched than the y axis, the actual number would be different. And it likely varies between zones, so I'd probably have to calculate the ratios for each zone ahead of time.
I guess it's still effective if you just use the angles as a guide, and rotate the character slightly in the correct direction each frame, but it won't run in a straight line. The character will be running at the wrong angle until it gets to a position where it is a multiple of 90 degrees from the destination, THEN it will run in a straight line either up down left or right.
The method I'm trying for navigation is I can click a button to set an "anchor point" at the character's current location, then move the character to another point and click to set that point as the "max distance". the distance between the two points is measured, and if the character goes further than that distance from the anchor, he will turn to face the anchor and move back toward it. So I can anchor the character to the center of a grinding spot, and he'll run around randomly and stay leashed within a certain distance.
Here is the problem I'm talking about: (any thoughts on how to approach this?)
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Last edited by shakedown011; 7 Hours Ago at 10:49 PM.
A tip for looting that I don't think I saw mentioned. Use the "target last hostile" keybind to target the dead mob, then "interact" will loot.
As mentioned, "target previous enemy" doesn't target the dead mob, but "target last hostile" does, at least in the version of the game I'm running (private TBC server client version 3.3.5)