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VG Hacks - VGExtremeRadar v2.1 with Harvesting and Waypoints : VGExtreme Programs

Posted: April 22nd, 2007
gheezer
proudr, you can increase the SearchDistance by pressing the + button, but it doesn't help much over 150.
Posted: April 22nd, 2007
Total Posts:111 Joined:2007
Yep got mine set at 700 heh. Do you think it will be possible at some stage to detect players from a distance of over 150meters ?

Also any chance of adding a function so that while harvesting you auto convert the resource into the next tier up? (ie: log to timber)

And lucky last, in the future do you think it will be possible to ALT-TAB to another window and leave the bot running? Can you "hook" it into the game so you can use the computer for somthing else while it runs?
Posted: April 22nd, 2007
gheezer
Well, with 700 you will see the nodes you have in your harvest list but only because those are stored locally and not from the game. The getNearestMobs function in VGE doesn't detect much over 150.

I still haven't figured out a good way to autoconvert yet. The resources may be in different places in your inventory and there doesn't seem to be a macro command to convert them.

The way VGE works VG must have focus to receive key input for movement and hotkey commands.

I am not saying these things are impossible, but so far I haven't found any quick solutions.
Posted: April 22nd, 2007
arcosanarchy
I've taken programming classes in C==/JAVA, but I'm not an expert with code, but I do fairly well, the idea I have for this I have no clue how to implement though.

Here are some of the obstacles we have to bypass.

When harvesting, loot goes to next open slot filling up packs randomly.
When you click on a slot in a backpack, it picks the item up, not selects it.
If you try to convert a stack thats already condensed, you create 4 full slots.


The only solution I can think of is a little bit crude but possible I believe.

All backpack windows and the convert window are in static locations. When you hover over a filled slot in your pack, it pops up a tooltip window saying what it is. If we can capture the object name from there then it could decide weither to convert or not. It would require a tedious setup process of placing the cursor in the middle of each space in every pack and recording the cursor position. Then every hour or 2 the bot could Shift+B to open packs, check slot for stcks that need to be converted, if all slots are full with and all converts done, then the bot could log out.


Anyone have any other ideas?
Posted: April 23rd, 2007
gheezer
Yeah, I thought about just looking for the x100 graphic in the client area of the containers.
Posted: April 23rd, 2007
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Total Posts:6662 Joined:2004
One thing you might add is a "database" of harvest nodes. That gets saved to the hard drive and loads up them as POI's.

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Posted: April 23rd, 2007
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Total Posts:6662 Joined:2004
for converting, I think the in game macros have enough info to do all of that. It can read item's and move them etc. all in game macro code.

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Use Search first, ask questions later!
Posted: April 23rd, 2007
drizuid
perhaps im being a bot noob, but i can make my toon run back and forth between the 10 waypoints i set on harvestable items. I set my hot keys as states in the code. I even tried deleting my waypoints and recreating them while clicking the hotkeys. Its not working, how do i make it actually select/harvest/loot (hk 1, 2, 3) while running through the waypoint list? Thanks in advance!
Posted: April 24th, 2007
uoforever
drizuid wrote:perhaps im being a bot noob, but i can make my toon run back and forth between the 10 waypoints i set on harvestable items. I set my hot keys as states in the code. I even tried deleting my waypoints and recreating them while clicking the hotkeys. Its not working, how do i make it actually select/harvest/loot (hk 1, 2, 3) while running through the waypoint list? Thanks in advance!
I guess you haven't selected the node, while creating the waypoint. You should check, if the waypoint says "node" and not "path". So, while creating the waypoint, you have to select the node.
Posted: April 24th, 2007
gheezer
Hehe, half that code is already in wyvern :)

All discovered nodes are in the .ini file, I just need to add the option to display them. I thought about having people post their nodes, but who would want to share their harvesting honey holes? ;)
Posted: April 24th, 2007
gheezer
Hrm... I'll look through again, but I couldn't find a converting macro last I looked. I need to dump all the commands and make a table to look through I guess.
Posted: April 26th, 2007
drizuid
I checked my settings, they do say path, i did not see a way to change it to node though. I tried selecting the node before adding, after adding, tried doing it with the mouse, with the keyboard... nothing makes it show node. How do i do it?
Posted: April 26th, 2007
arcosanarchy
Have the node target'd and click add.
Posted: April 26th, 2007
gheezer
Also make sure you have all the latest VGE files. There is a previous post that had the same problem.
Posted: April 29th, 2007
gheezer
VGExtremeRadar 2.1 posted:

Added a screen to select POIs and create waypoint lists. Once a list is loaded the distance and direction are shown on screen.

Change the default display locations in the RadarWaypoints.vbs file.

Waypoint lists:


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