wyvernx wrote:Tault_mississippi, yea I have been meaning to do that. Create a .ini that stores the last run script in it. So it will save it and load up the last run script.
That'll work. Or, a parameter at startup to define the "default" script or project.
Other bugs:
There's a problem that can cause VGExtreme to go "headless" rather than shutdown when told to. e.g. you can see it in the proc table but not on the status bar. I'm afraid I don't have details on what causes this. I wrote a WSH wrapper that kills all VGExtreme procs before starting a new one. Might want to look into it. Let me know what details I can provide or if you want me to post the wrapper script.
Was there a new vgextreme.vbs "example" script with this version? The one I see is still dated 14 Feb.
getNearestMob() will only grab things 50-100 in front of you if you are moving forward through the world (usually closer to 50) Or, to be more correct, getNearestMob(TYPE_RESOURCE) does that... i haven't really tested with mobs. Once it tags an object though, it'll keep it available until you go outside of whatever is defined in setSearchDistance(). I'm assuming that this is game mechanics but wanted to mention it just in case.
This code seems to handle chunking MUCH better than the old set. I've only tested this a little bit but where the old code would get "hung" after a chunk this code seems to recover in 3-5 seconds and start feeding mob data. Thanks very much for that.