that makes sense - a los check, thanks XD
but why do you even have the moveto command instead of just calling pull behavior? :S
would make my life so much easier >_>
I guess it's for cr's that use core.me.currenttarget instead of core.target for pull but it would make cr movement so much more flexible
Or maybe you can set up a way to turn off that moveto call from a cr? Even if you don't set up a new check for precombatbuffs...
pretty pretty pretty please XD
btw, thanks for the code because I was worried about getting los pull stucks so I had some weird code. Now I can match it to yours
I guess I don't need pull movement now, or I can use this XD
Code:
if (!Core.Me.IsCasting
&& o.InLineOfSight() && Core.Me.Distance(o.Location) <= RoutineManager.Current.PullRange+o.CombatReach)
await Coroutine.ExternalTask(Task.Run(() => Movement.MoveToTarget(o)));
j/k
Code:
public static bool IsPoiTarget(GameObject u)
{
if (u == null) return false;
return Poi.Current.Unit!=null && u.ObjectId == Poi.Current.Unit.ObjectId || Poi.Current.BattleCharacter!=null && u.ObjectId == Poi.Current.BattleCharacter.ObjectId;
}
should I only be handling on pull when Core.target == null and Core.Me.CurrentTarget!=null?
Or if poi is empty does it get filled with CurrentTarget, so I would need to check poi?
While we're on the topic, do you have any comments about CombatTargeting.Instance? Is the first unit Core.Me.CurrentTarget or poi or how is it used?
:S
still, really really wish I could control pull with my own movement/targeting XD or at least targeting during combat