What's new
  • Visit Rebornbuddy
  • Visit Panda Profiles
  • Visit LLamamMagic
  • Visit Resources
  • Visit Downloads
  • Visit Portal

TankLeader has been updated for 0.8.0.

[22:26:19.985] [Debug] System.NullReferenceException: Object reference not set to an instance of an object.
at (Object )
at TankLeader.TankLeaderBot.(IAsyncResult )
[22:26:19.985] [Debug] Something went wrong in attempting to fetch the profile for the current map; trying again!
[22:26:19.992] [Error] System.Exception: GetVehicles() did not return the expected result.
at Edea.WoT.Garage.Ԡ()
at Edea.WoT.Garage.?†()
at Edea.WoT.Garage.get_PreferredVehicle()

...
 
Sounds great, BUT - its also needed to split the waypoints settings for map types - encounter, attack (attacking), attack (defending), ie... To prepare one route for all types of maps is unusable feature.

If they are able to detect in memory what type of battle (Encounter -And what side, Assault, or standard) that would be awesome for doing custom way points for each map.

But after researching tier 4 tanks you can now elect to just run standard battles to getting TL to the point of being very user stable ( besides server issues ).

^^
"Would be nice with an option to load different kind of "sets" of waypoints then. Could potentially create sniper waypoints, offensive waypoints, etc if you'd be able to "

I would think you would want your bot way points to ALWAYS head for the objective, I would also prefer to be on the front lines do to the fact, the longer your alive the more dead people are likely to be watching your bot play. You lose only a small fraction of exp / credits if you die but, It only takes a few to notice suspicious "botting" behaviors to lose it all.

Unless your bot is smart, like the post below =)
 
Last edited:
I will be looking into a way to give the user control of the waypoints TankLeader uses. I will also be working on something called an "Objective Manager" which will allow TankLeader to pursue objectives rather than moving around aimlessly.

Objective manager sounds great!

A few questions related to that..
Will an enemy spotted on your mini map create a "Kill" variable to go true, creating a "Kill" objective and placing current "Cap Flag" objective on pause until (1) Enemy on mini-map disappears, or (2) Defend variable becomes true when your flag is being capped?
With a way point manager will you be able to map pretty much the entire "drivable paths" you would like to take, therefore if any of the above variable where to happen, you would take the "shortest" way point path to that objective (unless Cap-Flag variable was random-path :cool: )

If that makes ANY sense lol. Below is a brief diagram what what I mean.

Path A ------------------------
Path B ---------------------|---------------
BUILDINGS/ROCKS/STUFF |-----(FLAG)
Path C ---------------------|---------------

Path A would be a straight waypoint system
Path's B & C would have an intersection allowing the bot to take a shorter path to "defend flag variable"
 
I am still getting issues with the bot spinning in place. It seems to be an error with the way "search and destroy" works, not the waypoints.
 
I am still getting issues with the bot spinning in place. It seems to be an error with the way "search and destroy" works, not the waypoints.

That's going to be removed in lieu of the Objective Manager. However, those are fairly big changes, and will take a lot of time so I can't promise when they will be implemented.
 
Back
Top