sinterlkaas
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- Jan 17, 2012
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A full log when this happens will help 

[20:11:25.957 N] Compiler Error: c:\Users\Desktop\Demonbuddy 1.0.629.151\Plugins\Unstucker v2.1.2\Unstucker.cs(117,25) : error CS1501: No overload for method 'UsePower' takes 5 arguments
WHAT IS THIS PLSEASE!
i think the plugins always trys to move randomly instead of log out and restart the bot/profile, this doesnt help my bot at all![]()
Updated to 2.2.0. Should work with the latest UsePower change. Leaves game immediately by default still. Should fix issues where Unstucker thinks you're stuck when you aren't.
private int FightAnimationCheckTime = 3;
private bool FightChecker()
{
if ((ZetaDia.Me.CommonData.AnimationState == AnimationState.Attacking) ||
(ZetaDia.Me.CommonData.AnimationState == AnimationState.Channeling) ||
(ZetaDia.Me.CommonData.AnimationState == AnimationState.Casting))
{
InternalFightTime = DateTime.Now;
}
if (DateTime.Now.Subtract(InternalFightTime).TotalSeconds <= FightAnimationCheckTime)
return true;
else
return false;
}
public void OnPulse()
{
... [CUT] some more checks ...
// Check how long the bot is trying to vendor
if (BrainBehavior.IsVendoring)
{
if (DateTime.Now.Subtract(VendorTime).TotalSeconds > MaxVendorTime)
{
NotifoPusher("We are stuck vendoring (" + MaxVendorTime + " seconds)", "Vendoring to long (bug?)", "UnstuckMe");
Log("We are trying to vendor for more than " + MaxVendorTime + " seconds");
RestartGame();
}
}
else
VendorTime = DateTime.Now;
... [CUT] unstucker stuff ...
This is what I used to check if I am in a fight during last 3 seconds and within the onPulse it will call this function if it returns true I will stop even logging positions
Code:private int FightAnimationCheckTime = 3; private bool FightChecker() { if ((ZetaDia.Me.CommonData.AnimationState == AnimationState.Attacking) || (ZetaDia.Me.CommonData.AnimationState == AnimationState.Channeling) || (ZetaDia.Me.CommonData.AnimationState == AnimationState.Casting)) { InternalFightTime = DateTime.Now; } if (DateTime.Now.Subtract(InternalFightTime).TotalSeconds <= FightAnimationCheckTime) return true; else return false; }
if (Zeta.CommonBot.CombatTargeting.Instance.FirstNpc != null)
{
isInCombat = true;
}
// Maximum amount of times Unstucker should try to unstuck via movement before leaving the game.
//private const int MaximumMoveAttempts = 0;
// Maximum amount of times Unstucker should try to unstuck via movement before leaving the game.
private const int MaximumMoveAttempts = 3;