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How to keep my plugin pulsing?

Inrego

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Feb 7, 2010
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Hey, there are a few cases where plugin pulse is stopping and I really want it to continue.

1. How do I make it keep pulsing after leaving game?
2. How do I pause the bot and keep pulsing my plugin?
 
Bad Inrego!!! Bad!

All pulsing is done by their main thread.

I suppose you might be able to start up a BG thread, and toss in a Static Bool IsPulsing that you can monitor with that.
And if it is false, then whatever call it is to pulse your plugin. Something along those lines I guess.
 
Bad Inrego!!! Bad!

All pulsing is done by their main thread.

I suppose you might be able to start up a BG thread, and toss in a Static Bool IsPulsing that you can monitor with that.
And if it is false, then whatever call it is to pulse your plugin. Something along those lines I guess.

This will work, you just have to be sure to check for null etc before using things in your thread and using Invoke would probably be a good idea...

I would just replace pulse with a thread and manage the thread in OnInit/Enable OnShutdown/Disable as long as you are careful should be no problems
 
This will work, you just have to be sure to check for null etc before using things in your thread and using Invoke would probably be a good idea...

I would just replace pulse with a thread and manage the thread in OnInit/Enable OnShutdown/Disable as long as you are careful should be no problems
Hmm I already tried it - but it always resulted in crashes.
 
Hmm I already tried it - but it always resulted in crashes.

Yeah, I had that problem too, but I believe I was able to avoid it 95% by wrapping everything in

Code:
if(null != ZetaDia.Me)
{

}

and other checks because the bot can change game/memory scope while you are examining the memory because you are not being regulated by the main thread.

You need to check things after every Sleep especially; as the sleep may not always be exactly the length requested, and that is the most likely time for a scope change.
 
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