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CC targeting goes crazy

kakaboeie

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Joined
Apr 10, 2010
Messages
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http://www.l9f.org/?f=20110823_1826_41.avi

Why is it doing this?

Facing code:
Code:
                new Decorator(
                    ret => !Me.IsSafelyFacing(StyxWoW.Me.CurrentTarget),
                    //new Action(ret => StyxWoW.Me.CurrentTarget.Face())),
					new Action(ret => StyxWoW.Me.CurrentTarget.Face())),

Range code on pull:
Code:
                new Decorator(
                    ret => !Me.IsSafelyFacing(StyxWoW.Me.CurrentTarget, 150f),
                    new Action(ret => StyxWoW.Me.CurrentTarget.Face())),

                new Decorator(
                    ret => Me.CurrentTarget.Distance > 10f && Me.CurrentTarget.Distance < 24f,
					CreateCast("Charge")
					),

                new Decorator(
                    ret => Me.CurrentTarget.IsFlying && Me.CurrentTarget.Distance < 29f,
                    CreateCast("Heroic Throw")
					),

                new Decorator(
                    ret => Me.CurrentTarget.Distance < 10f || Me.CurrentTarget.Distance > 24f,
					new Sequence(
					new Action(ret => Navigator.MoveTo(Me.CurrentTarget.Location)),
					new Action(ret => Me.ToggleAttack())
					)
					),

Range code in combat:
Code:
                new Decorator(
                    ret => Me.CurrentTarget.Distance > 5f || !Me.CurrentTarget.InLineOfSight,
					new Sequence(
					new Action(ret => Navigator.PlayerMover.MoveStop()),
                    new Action(ret => Navigator.MoveTo(Me.CurrentTarget.Location)))),

It's a warrior CC, any ideas why this happens?

EDIT:
Okay so I added this below the in-combat Range code and it seems to work better now
Code:
new Decorator(
                    ret => Me.CurrentTarget.Distance < 6f && Me.CurrentTarget.InLineOfSight && StyxWoW.Me.IsMoving,
					new Action(ret => Navigator.PlayerMover.MoveStop())),

Though in the first second or so of combat the bot still moves around, is that normal?

EDIT2: I just noticed it still seems to do it all the time if the target isn't attacking the bot. As an example, if the bot attacks a target that is currently fighting a guard, it goes crazy again until the bot over-agro's the mob. This is probably what's also causing the continued movement on first second of attacking.
 
Last edited:
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