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Deathdisguise

Community Developer
Joined
Mar 7, 2015
Messages
678


Features
  • Unsticks your character.
  • Detection for unstuck direction.
  • Return/Stop if not able to resolve stuck.


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Download -- SVN | ZIP
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[td][ Change Log ][/td]
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Last edited:
Already a new version out! Will return/stop if the stuck frequency is too high! (over 10 stucks a minute)
 
Updated with left/right strafing!

Note: The ZIP doesn't update immediately, so if you want the latest version at all times, SVN is the way to go. :)
 
DD, the plugin is amazing and works well in the most situations.

One suggestion for ranged classes if possible. Sometimes (in my case the Spellslinger) gets stuck while shooting above or below the Z axis.
Would it be possible to move towards (or even going to "sit" on top) the creature he is going to attack and then continue with the killing blow? ;)

That would be really amazing! Thanks.
 
DD, the plugin is amazing and works well in the most situations.

One suggestion for ranged classes if possible. Sometimes (in my case the Spellslinger) gets stuck while shooting above or below the Z axis.
Would it be possible to move towards (or even going to "sit" on top) the creature he is going to attack and then continue with the killing blow? ;)

That would be really amazing! Thanks.

Unfortunately that's more the responsibility of the combat routine itself to get the character where it needs to be! If the character model isn't moving, it's not stuck! ;)
 
I have a suggestion for this Plugin:

Is there any way, if the bot returns too many stuck errors, to use the game's 'Stuck' feature and select the death option so that you res at the closest graveyard and resume? It looks like the way it is currently working if you get stuck too many times it will recall to bind point and stop the bot, which certainly helps against detection but doesn't help with running a profile uninterrupted.
 
I have a suggestion for this Plugin:

Is there any way, if the bot returns too many stuck errors, to use the game's 'Stuck' feature and select the death option so that you res at the closest graveyard and resume? It looks like the way it is currently working if you get stuck too many times it will recall to bind point and stop the bot, which certainly helps against detection but doesn't help with running a profile uninterrupted.

The GM Stuck option sends an obstacle report to Carbine for investigation if enough of them in a specific area are recorded, so that won't likely happen. :P
 
I have noticed that every time i'm in combat in water the plugin will think i am stuck and will just continue to jump. If i disable the plugin the bot will work properly. Is there anyway to get this fixed?
 
I have noticed that every time i'm in combat in water the plugin will think i am stuck and will just continue to jump. If i disable the plugin the bot will work properly. Is there anyway to get this fixed?

There's a bug with Navigator handling any hops that are in water, causing it to stop moving. There's no proper way to handle this issue that I know of so far. :( Best thing for now is to avoid water pathing as much as possible!
 
There's a bug with Navigator handling any hops that are in water, causing it to stop moving. There's no proper way to handle this issue that I know of so far. :( Best thing for now is to avoid water pathing as much as possible!
Ok well thank you for the info, any idea on when this will get fixed?
 
Would it be possible to add a option to leave the instance if in one, and reload the profile? Tried to dabble with it, but I'm not savvy with coding lol. (For M13)
 
My bot sometimes keeps walking into a wall/tree or whatever.

Somehow it does not seem to use this plugin. Any idea what can be going wrong?
 
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