zippysticks
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Lets say for example with the following codes, they both exist under the same quest and stepId and playing field:
The thing is, with that order, the first one will explore until exitNameHash="976523525" is found. Then it will use the portal, but the issue is that while it is exploring to find exitNameHash="976523525" it might find the second exitNameHash="976523526" first but doesn't go into effect because it is still trying to find the first exitNameHash="976523525". When exitNameHash="976523525" is found, it takes the portal, finish rest of the script, and exit the portal and then the second part of ExploreArea goes into effect.
Since it already found exitNameHash="976523526" from the first ExploreArea run, it thinks it is done and takes the same portal again from the first ExploreArea since both have the same actorId.
Maybe a solution is to retrieve the exitNameHash coordinates from memory, because when I Dump Map Markers, I can see the coordinates.
For example, the new code might look like:
The exitNameHash on MoveTo might come from DB memory somewhere.
This will also solve future issues where there might be multiple exit's in the same playing field.
If anyone else knows a possible solution, please help, trying to knock out bugs for AFK questings.
Code:
<ExploreArea questId="72738" stepId="12" boxTolerance="0.5" boxSize="10" until="ExitFound" exitNameHash="976523525" /> <!-- Warrior's Rest -->
<UseObject questId="72738" stepId="12" actorId="176008" isPortal="True" destinationWorldId="60393" /> <!-- Warrior's Rest -->
<ExploreArea questId="72738" stepId="12" boxTolerance="0.5" boxSize="10" until="ExitFound" exitNameHash="976523526" /> <!-- Crypt of the Ancients -->
<UseObject questId="72738" stepId="12" actorId="176008" isPortal="True" destinationWorldId="60394" /> <!-- Crypt of the Ancients -->
Since it already found exitNameHash="976523526" from the first ExploreArea run, it thinks it is done and takes the same portal again from the first ExploreArea since both have the same actorId.
Maybe a solution is to retrieve the exitNameHash coordinates from memory, because when I Dump Map Markers, I can see the coordinates.
For example, the new code might look like:
Code:
<ExploreArea questId="72738" stepId="12" boxTolerance="0.5" boxSize="10" until="ExitFound" exitNameHash="976523525" /> <!-- Warrior's Rest -->
<MoveTo questId="72738" stepId="12" exitNameHash="976523525" />
<UseObject questId="72738" stepId="12" actorId="176008" isPortal="True" destinationWorldId="60393" /> <!-- Warrior's Rest -->
<ExploreArea questId="72738" stepId="12" boxTolerance="0.5" boxSize="10" until="ExitFound" exitNameHash="976523526" /> <!-- Crypt of the Ancients -->
<MoveTo questId="72738" stepId="12" exitNameHash="976523526" />
<UseObject questId="72738" stepId="12" actorId="176008" isPortal="True" destinationWorldId="60394" /> <!-- Crypt of the Ancients -->
The exitNameHash on MoveTo might come from DB memory somewhere.
This will also solve future issues where there might be multiple exit's in the same playing field.
If anyone else knows a possible solution, please help, trying to knock out bugs for AFK questings.






