Triane
Nov 8 2003, 05:32 PM
Attached is a copy of an attended-combat-macro that I wrote for my 3-school archer. It self-buffs, fletches, fights, loots, heals, navigates, and salvages. It is probably about as responsive as it is possible for an ACTool macro to be.
Configuration is done by setting the values of Constants and customizing several datasets prior to runtime.
Let me know your thoughts!
Version specific details below:
BowHunter 2.1.0
Significant update:
- Resolution independant!
- Does not use IsObject for open-corpse detection (Thx DaMob!)
- Allows configuration of "prebuffs"
BowHunter 2.1.1
Minor update:
- Uses AddUstItem command for salvaging, is MUCH faster than the old MousePos...DragTo method.
- Some minor tweaks, optimisations and fixes
BowHunter 2.2.0
Significant Update:
This should be considered a beta release of 2.2.0. The changes to the way the bot monitors its environment haven't been thoroughly hashed out (which is why I'm posting it). Hopefully when the kinks have been worked out, this will be significantly more efficient in it's operation. Also:
- It is more of a state-based solution now
- Changed the way the bot looks at it's environment and when.
- Users can add or remove "phases" more easily (for ppl not wanting buffs for example)
- Implemented the use of SetCombatState but this can be tricky, it seems to have a vulnerability to lag.
- Some other minor tweaks, optimisations and fixes
BowHunter 2.2.1
Significant Update:
- Have spent many hours testing the 2.2.0 updates and they seem to be working well.
- Added the ability to add SIKs to SI keyrings (if the bot has them). The major caveat of this feature is that it only works with keyrings that haven't had any keys removed from them. This feature can be sketchy at times and is still in development.
- Changed the way the bot loots corpses. It no-longer uses mouse-clicking on every item to parse the data. Looting is significantly faster now.
- Changed the way existing buff detection works. Becareful, it appears to have issues with setting Bane timers. For this release, it may be necessary to issue /ACTCMD reset when you start the bot if your banes aren't fresh.
- Many many minor bug-fixes and optimizations, this is a significant code-update from 2.2.0
BowHunter 2.2.2
Minor Update: (119 downloads)
-Fixed the problem with Bane's not being timed correctly.
-Implemented buff-extensions, whereby buffs that expire while the bot is buffing itself get dynamically added to the current buffset. This eliminates the problem of the bot doing some buffs, leaving spell mode, equipping a bow, then unequipping it, getting it's casting item back out, and then casting some more spells.
BowHunter 2.2.8
Major Update: (34 downloads)
- Changed the way healing devices are cataloged and processed, the macro can now use a wide variety of items and it prioritizes their use by the calibre of the item, and uses up the items with the fewest remaining uses first. If this is a successful addition, it will be extended to stamina-recovery methods as well.
- Added support for using the bot from another account. BowHunter can be configured to accept commands via TELLs and to relay TELLs it receives to another toon.
- The bot can now be sent to a location from the command line. The command is "/actcmd go ns ew" where "ns" and "ew" are incNav style coordinates.
- Partial implementation of the ability to get coordinates of landmarks (using the ACExplorer database). <-- (NOTE: this ended up being removed prior to distribution of 2.2.8) This ability will be used to facilitate enhanced functionality in the navigation routine(s).
- Fletching has been greatly optimised. The bot can now recognize when it has arrows in stock (but not in hand) and act accordingly.
- Improved the fletching process itself including a dramatic increase in the speed of the fletching/equipping process.
- The macro now auto-identifies the armour and clothes that it is wearing when the macro is started. No need to statically (manually) define your kit.
- The macro also auto-identifies the bow that it is weilding when the macro is initiated and defines it as its primary combat weapon. No need to manually define the GUID of the weapon.
- Greater configurability in the header of the macro: buffing, fletching, looting and salvaging can all be de/activated by simple variable assignments.
- Broadened the application of the salvage list. Material-types can be set to be ALWAYS collected/salvaged, NEVER collected/salvages, or a third, "conditional" status, whereby they will only be collected/salvaged if a partial bag of that material is in inventory (to finish that bag), but will not be collected/salvaged if there are no bags, or only full-bags.
- Modified the combat system to prioritize closer enemies over distant ones.
BowHunter 2.2.9
Minor Update: (31 downloads)
- Incorporated the same item management system for Stamina as was implemented for healing in 2.2.8
- Implemented whereis functionality for the macro. You can now enter "/actcmd whereis [someplace]" and the macro will return the name and coordinates of the first ten places (out of the places database) that have "[someplace]" in their name.
- The "places" database (a dataset-saved XML file) is downloaded by the macro from my website. No need to include it in the distribution this way!
- More optimizations of the buff, healing, fletching and hunting routines.
- Full implementation of the adaptive salvaging routines. The macro now properly processes "conditional" materials. When materials are configured as "conditional", the macro only loots and salvages them if it has a part-bag already going (to finish the bag). When that bag is filled, the macro will stop collecting that material. Conversely, if you start a bag of a conditional material, while the macro is running, it will start collecting and salvaging that material until that bag is finished. Materials can be defined via modes. Initial modes are 1 (always salvage), 3 (conditional salvage) and 5 (never pickup or salvage).
- Buff "phases" are delineated by spell type now (used to be "prebuff" or "main"). This allows you to reset item spell timers manually, without affecting creature, or life spells. The new command "/actcmd resetitems" will do this.
- Minor changes to the buff-initialization code. The macro detects the status of Creature Enchantment Mastery Self 7 (Adja's Blessing). If it is running, the macro WON'T prebuff on startup (in all previous versions supporting prebuffs, the macro always prebuffed when it was run, regardless of the condition of it's existing buffs). It also sets all initial item spell timers to be the same value as the last non-item spell. For this reason, it is important that whatever spell IS this last spell, it is the same level as the lowest level item buffs. If that is unfeasible, you should manually re-initialize item spell timers in a timely fashion when you start the macro.
BowHunter 2.2.10
Minor Update:(84 downloads)
- Added a lot of code to the hunting routine. The macro now deals with arrows striking the environment (by switching to the last attacker), and with running out of ammo while hunting (fletches and equips 30 arrows)
- You can now reset your defined weapon without stopping/restarting the macro. Changing your equipped weapon, then issuing the command "/actcmd newweapon" will cause the macro to identify the new item, and reset weapon buffs to target it, and it pre-expires those buffs so they'll be cast by the macro at the first opportunity.
- Instead of always using 100% of the "accuracy" bar, you can now set the macro to use a percentage of it when attacking. This is defined by a CONSTANT at the top of the macro.
- The macro will check my webserver for version information, and notify you when new versions are posted. If the $AutoUpdate value specified at the top of the macro is set to 'Yes', the macro will auto-download new versions to your computer when they become available. (It does NOT run them, it simply puts the new version onto your computer for you to check out). This feature can be disabled simply by setting the $AutoUpdate variable to anything other than 'Yes'.
- fixed a bug that was causing the macro to be very non-responsive to creatures attacking it while it was engaged in other activities (fletching, buffing, looting etc).
- fixed a bug where the macro would skip to a new target after breaking to heal or recover stamina while hunting.
Note: The optimizations to the hunting logic make this update an important download. Even though there are not a lot of new features, this code makes it a signficant upgrade IMO.
BowHunter 2.2.12
Minor Update:
- Users of 2.2.10 with the autoupdate enabled should already have a copy of this file on their hard drives.
- Added a third method for recovering mana for 2-school archers (no life magic): If ManaMethod is set to 3, the macro will look for and use mana potions to recover mana.
- Other minor updates, changes and modifications. Please post here if issues crop up as I have not had a lot of time to playtest some of these updates.
-Triane
Triane
Nov 8 2003, 11:41 PM
Lol -- 8 downloads and not a single comment or reply... I hope that's a good thing

-Triane
Zheng
Nov 9 2003, 05:40 PM
I have to ask:
What's this stuff for?
| CODE |
Object Dead_Corpse 132=0,0|214=0,2|214=0,4|214=0,6|222=0,8|222=0,10|222=0,12|214=0,14|214=0,16 |214=0,18|173=0,20 82=2,2|222=2,4|214=2,6|222=2,8|222=2,10|222=2,12|214=2,14|214=2,16|123=2,18
148=4,2|239=4,6|222=4,8|222=4,10|222=4,12|231=4,14|99=4,16 247=6,0|231=6,2|222=6,4|222=6,8|222=6,10|231=6,12|66=6,14|189=6,16|90=6,20 222=8,0|206=8,2|156=8,4|222=8,10|165=8,16|132=8,18|214=8,20 181=10,0|156=10,2|132=10,4|77=10,8|156=10,12|82=10,14|123=10,16|140=10,18|1 40=10,20 123=12,0|123=12,2|148=12,4|66=12,6|85=12,8|140=12,12|90=12,14|165=12,16|74= 12,18|99=12,20 82=14,0|66=14,2|90=14,4|99=14,6|132=14,8|115=14,10|57=14,12|132=14,14|99=14 ,16|99=14,18|74=14,20 107=16,2|198=16,4|189=16,6|90=16,8|90=16,10|107=16,12|74=16,16|99=16,18|57= 16,20 173=18,2|189=18,4|181=18,6|173=18,8|123=18,10|140=18,12|90=18,20 90=20,0|148=20,2|123=20,4|156=20,6|173=20,8|148=20,10 82=22,0|123=22,2|132=22,4|181=22,6|173=22,8|173=22,10 132=24,0|173=24,2|189=24,4|231=24,6|214=24,8 99=26,2|107=26,4|82=26,6 End |
Matches a pattern of pixels in the non-3D area of the game screen. Given the object name ("Dead_Corpse"), I expect it's matching a set of pixels that lets you know a corpse has been opened and the game UI is showing the monster's loot slots. See the IsObject command in the help file for more info.
Zheng
Nov 9 2003, 07:42 PM
Aha!
Thank you.
Triane
Nov 9 2003, 08:18 PM
Ipa was, of course, 100% correct. That's also the part of the program that causes the vertical-resolution dependance. I've tried a few times to make the corpse-detection resolution INdependant, even with Ipa's help on the calculations, but for whatever reason, I could NEVER get the IsObject to succeed except in the one case as it's hard-coded into BH at present. I have never liked using object-mapping, and so I've not spent much effort to find out why it won't work at any other scale. If Ipa wants to weigh in on this, I'd more than appreciate it!
-Triane
Zheng
Nov 9 2003, 09:08 PM
Certainly there is an easier way to determine if a corpse is open or not.
Squeeze
Nov 9 2003, 10:32 PM
Triane, couldnt you add the guid of the dead corpse to a list, and do a list check of the guid you've selected before you loot(using _selectedguid). If its on the list, dont loot it, cuzz its been looted already, if not, loot it, and add it to the list...And clear the list every 5 or 6 minutes? that way you wont have to worry about the isobjects.
I'll do anything to stay away from object checks hehe, ANYTHING. I always hated em.
Triane
Nov 9 2003, 10:42 PM
For looting the corpse, the macro selects it, and confirms that it got the corpse by GUID. At that point, it hits 'r' for Use Item, which will cause the toon to walk over to the corpse and open it. However things can go awry and the corpse doesn't open, or you're not very near it, and it takes longer than other times.
If I don't detect that the corpse is actually opened, with it's contents visible (via IsObject), the macro has to just assume there's an open corpse after some arbitrary delay. If this isn't true, and the window didn't get opened, then the corpse will be marked as looted even though the macro never saw what was in it. Contrarily, having an arbitrary time-out means that there will be times the macro doesn't make it to the corpse before the time runs out, or that it will spend too much extra time waiting around for a timer to run out with the corpse already open.
If I knew ANY better way to accomplish the same end, I'd do it in a heartbeat, I hate IsObject as much as anyone!
-Triane
PS: The idea regarding lists IS the way this macro ensures it's not re-looting corpses (although I think I used a dataset instead), but as I described above, the object-detection isn't related to that function.
PPS: As I recall it, the "Object" being detected is the "Skull" icon in the upper left corner of an opened-corpse window which is why your chatbar has to be minimised and alternate vertical resolutions mess it up...
Squeeze
Nov 9 2003, 11:35 PM
Sounds like the only thing making you use isobjects is corpse distance. You could add a distance check on the corpse when you select it, If its over say 25 meters, check heading, run that way for say 20 meters, then use it. Instead of having it check for the skull, what about moving the mouse to the first slot in the corpse, if _selected <> 0 then you got something, and the corpse is open.
Shrug if i know if that would work or not, just trying to help a fellow actooler outta using objects.
Triane
Nov 9 2003, 11:43 PM
| QUOTE |
| Instead of having it check for the skull, what about moving the mouse to the first slot in the corpse, if _selected <> 0 then you got something, and the corpse is open. |
If the corpse's window doesn't open (b/c you're stuck on a wall or, you don't have permission or whatever)... the mouse moves to the location and clicks... without an open window, that space is in the 3D area. It could click on a critter, a corpse, furniture, anything at all that could be in your 3D display, could get clicked, and generate a non-zero _selected value yet not be an indication that the corpse window is actually open...
| QUOTE |
| If its over say 25 meters, check heading, run that way for say 20 meters, then use it |
How would you "check heading"? Using Select or SelectGUID doesn't turn your toon to face the selected object, and AFAIK ACTools doesn't give you a direct method for it either. You could use coordinates, algebra and geometry to try to work it out, but if a land-block boundary lies between you and it, you're still SOL. I'm not being critical of your ideas, I welcome any attempts to remove the IsObject, but the point of it is to optimise the process of opening a corpse and knowing when it's open. Guessing isn't a good solution IMO, certainly not for optimal performance.
-Triane
Squeeze
Nov 10 2003, 01:16 AM
Check heading thing, i was thinking about when you ID something you turn towards it. Forgot they changed it.
DaMOB
Nov 10 2003, 07:12 AM
I hope this helps but I just tried this and it worked as I thought it would.
I killed a Tumerok Champion
Keys E
WaitForcursor
SendText 13, _idLockOpen
Result: 0
I then opened his corpse and reran the above and the result became a 1
Closed the corpse and reran it and _idLockOpen returned to 0.
Triane
Nov 10 2003, 08:53 AM
Ahh, cool! -- hehe -- I guess the
_idlockopen variable is misleadingly named! -- I'll put that in tonight if I get a chance, if it works as you've indicated it'll be a
really big improvement!
Did I mention I
HATE IsObject?

-Triane
Gatre
Nov 10 2003, 01:22 PM
I've messed with the _idlockopen at one time and found I got inconsistant results. The variable requires examining the selected item after a delay. Now the waitforcursor delay works, most of the time. However, if you get lag it can throw the whole thing off. Also the act of examining an item used to be a little buggy. I think they fixed that but I've still seen goofy things happening when trying to examine many item quickly. That being said, maybe there is some new functionality available due to the decal sanfu. I'm just thinking out loud since I havn't been following the situation that closely.
DaMOB
Nov 10 2003, 01:44 PM
No ideas for you guys but you will have just as much of an issue with lag doing an isobject as you will with lockopen. With waitforcursor after iding and after setting an ideal spelltimeout value that cursor will not comeback from the waitforcursor until the lag spike subsides. This is how I have to make all my scripts lag proof and having done this since the April patch I can safely say lag will not be the cause of lockopen not working.
Triane
Nov 10 2003, 02:44 PM
I made most of the changes thismorning to the code to implement _idlockopen, I'll play-test it tonight and see how it works. If it's effective in a hectic dungeon-scrum, I'll go ahead with it, if not, will try some delays, worse-case, I only commented out the old code, it can always be revived if necessary.
-Triane
Zheng
Nov 10 2003, 09:56 PM
You go!!
Triane
Nov 10 2003, 10:19 PM
The new code is in, and seems both dependable and stable. It's posted at the top of the thread, give it a try!

-Triane
Triane
Nov 12 2003, 09:56 PM
Posted v2.1.1 tonight. Minor fixes, as well as full AddUstItem implementation for lightning-fast salvaging.
-Triane
migraine
Nov 13 2003, 12:16 AM
Wanted to try this and i keep getting this below...
with ItemBusyGUID...
any ideas?
Migraine
migraine
Nov 13 2003, 12:24 AM
nevermind ... bad me ...Note to self: allways search before posting ...
Doh
Timtheswordsman
Nov 20 2003, 10:58 PM
Where can I find these files?
Include Companion.inc
Include LifeCritterBuffList.mac
Include ItemBuffList.mac
Include ItemsToBuffList.mac
Include ItemsToChargeList.mac
Include LootList.mac
Include SalvageList.mac
Include NavPointList.mac
They weren't in the Zip file if that's where they are supposed to be. Any idea where I can get them?
Triane
Nov 20 2003, 11:10 PM
They're not in the ZIP b/c AFAIK they're not in the version of the macro that's published in this thread. Post your copy of the macro, it sounds like it's been (heavily) modified....
-Triane
Triane
Nov 27 2003, 11:25 PM
Posted 2.2.0 (beta) (at the top of the thread). There are significant changes to the way the internals function as I segregated the collection of corpse and monster data. Please test it and let me know how it performs compared to 2.1.2 in your environment.
-Triane
Gatre
Nov 28 2003, 11:46 AM
Very nice script Traine. I was looking thru the code and have a question. Starting on line 973 you have this procedure...
| CODE |
Procedure FinalReport ON STOP Call ReportXP End
|
I was wondering if the ReportXP procedure will fire if the macro is arbitrarily stopped using {F2} ? I'm going to give this script a try once I get home but was just curious about that procedure.
Triane
Nov 28 2003, 02:41 PM
Yes, that routine should be called whenever the macro is stopped, whether by the Stop command, F2 or even clicking the [STOP] button on the debug panel of the ACTools interface.
-Triane
Triane
Dec 3 2003, 03:48 AM
Added 2.2.1 update tonight. This is a very major code-level upgrade, I would strongly recommend updating from previous versions. See the post at the top of the thread for the download and some release info.
-Triane
Triane
Dec 4 2003, 08:05 PM
Posted 2.2.2 - primarily this should fix the problem where Bane spells weren't being given proper timers when the bot initialises.
-Triane
Chrome Born
Dec 8 2003, 01:16 PM
Everytime I try to run it spits this at me, cant find include where can I get it ?
Include incNav2.mac // Blanco Gato's updated nav routine
Chrome Born
Triane
Dec 8 2003, 04:13 PM
Ipa might have it archived, if not I'll zip up my copy when I get home. If you're not planning on using the navigation routine (which by default only runs to the Empyrean Grotto from the Marae Lassal plateau LZ), you can remove the Include and the "Procedure RunTo ON ACTCMD go" routine.
-Triane
Chrome Born
Dec 9 2003, 07:26 AM
Thanks, managed to find a copy. My Archer is a no-buff guy, can I disable the buff routine without messing the rest up? Its working great just goes into cast spells for a min cant cast then I arm bow and away it goes again, so if its too much its not a prob.
Chrome Born.
Triane
Dec 9 2003, 07:30 PM
To eliminate buffing, comment-out the following line (around 790):
| CODE |
| ListAdd Phases, BuffMe |
This will remove the buffing phase from the operational states the bot goes through.
-Triane
PrismaticShimmer
Dec 29 2003, 07:12 AM
Hrmm, macro buffs me fine, but then when its done buffing, it takes out my weapon, sits there for a few secs, and then spams my level info and macro stops its self.
any ideas?
ACTool 4.4.16 with latest Beta release.
Triane
Jan 2 2004, 01:10 PM
From ~line 1714 of v2.2.3:
| CODE |
// ================================================================================ ================ // Main Control Loop (* ListAdd Phases, Hunt ListAdd Phases, BuffMe ListAdd Phases, ManageArrows ListAdd Phases, Loot ListAdd Phases, SalvageStuff ListAdd Phases, LootedCorpseMaint *) Procedure MainLine SetConst Phase = 0 If $LogFileName <> none SayPaste /log $LogFileName End While {activewindow} = Asheron's Call Compute Phase = ( $Phase MOD $PhaseLimit ) + 1 If _damagesource <> // We're under attack! SetConst Phase = 1 End Call PerformanceInit Phases[$Phase] Call Phases[$Phase] Call PerformanceDone ProcessMessages End End |
As you can see, the main control loop is dependant on the {activewindow being "Asheron's Call". If this changes (ie you alt-tab, or otherwise shift the focus), the bot stops. Could this be the cause of the stoppage?
If not, put in a Pause before the last end of this routine and check the values of $Phase, $PhaseLimit and Phases[$Phase] and see what they indicate.
-Triane
Vengor
Jan 9 2004, 04:37 PM
figures this isn't made for a mage =) But chunk of this will be added to Franken Golem =) not sure of a name yet but I have to get it running at least one run before I can call it that =)
Triane
Jan 9 2004, 05:06 PM
I've been playing Horizons of late, and haven't done much ACT development, but this was the last "great" project I was working on, so if you need/want help adapting it to your macro, feel free to ask...
-Triane
Triane
Jan 20 2004, 12:45 PM
*Bump*
<because I think this macro is better than Sionus' (well, for Archers anyway) and he keeps bumping it for some reason

>
-Triane
Triane
Feb 7 2004, 01:25 AM
*ditto*
Triane
Feb 21 2004, 01:07 AM
Major Update Released today: 2.2.8
Posted at the top of the thread.
-Triane
Gil-Gamesh
Feb 23 2004, 01:26 AM
Hello! Thanks Triane for this great macro!!!
I also think it's better than Sionus'

I had an error at start because I didn't have places.cds so I commented this line...
Now I want to know if there's a way to heal with a spell, because my Brashest doesn't have healing...

If there a relatively easy way to do it, can you kind of direct me for modifying your macro to use this mean of healing?
And, Is there a way to speed up casting spells? It waits like a second between each spells...
Thanks and keep up the good work!!
Triane
Feb 23 2004, 11:08 AM
The answer to this is kind of a split-one: There isn't any EASY way to accomplish this (ie by setting a variable or something), but at the same time, it wouldn't be hard to write in the ability. I haven't done so because the delay of switching to your casting item, casting the spell (assuming enough mana), re-casting in the event of fizzles and so on, and then re-equipping your bow and resuming combat is VERY time-intensive, and in an intense scrum, mightn't benefit you (ie you take as much or more damage getting back into the combat-stance as you'd healed). Unless you were hunting well below your level I didn't expect it to be an advantageous method of healing (and draining adds a whole slew of other complications such that I might as well write a mage-combat macro at that point).
I'll look into the spellcasting and see if there's any more optimizations I can apply, but the code came from FnB3 and has had a coupla years of optimizing already...
This last, of course, only emphasises my point in the first paragraph, I'm not convinced that spellcasting would be an effective method for healing an archer in a mob-combat situation, ESPECIALLY if the casting routines are prone to be slow.
-Triane
Vengor
Feb 26 2004, 12:14 PM
WEEEEEEEEEEEEEEEEE updated =)
Triane
Feb 26 2004, 09:14 PM
There's issues with the adaptive salvaging in the current release. I'm working on it though, it will be fixed in the next release. Am also going to change stamina recovery methods to use the same algorithm as the health one does currently.
-Triane
austinbroker
Feb 27 2004, 05:43 PM
I'm getting 2 errors when I try and run the macro:
1.) Error: Macro Line:DSLoad Places,Places.cds
Caused Error: Cannot open file "c:\nodir\nodir\",. The system cannot find the path specified. Module: Bowhunter2.2.8.mac Line: 1086
2.) Error: Cannot evaluate $Temp4 * 3600.
Expression "38008560*3600"
Module: Bowhunter2.2.8.mac Line 1587
could someone please suggest how to correct this, thanks
Triane
Feb 28 2004, 12:53 AM
Comment out the "DSLoad Places, Places.cds" line around 1086, that issue is resolved in 2.2.9. The other error is occurring, I believe, because the macro is crashing before it's fully initialised, and the xp report that it's trying to deliver is using garbage information.
If you comment out the DSLoad line it should alleviate both errors.
-Triane
Triane
Mar 2 2004, 09:21 PM
New version posted tonight: 2.2.9 It's attached at the top of this thread.
-Triane
Stol
Mar 11 2004, 10:42 AM
Hi, I was just trolling around, and I saw that you use(d) a pixels check test to see if a corpse was opened. I don't know if you still have pbs with that, but i used to load the decal world, to check if any Decal Object had the field "container" filled with the corpse ID. If yes, you have have opened the corpse. If no, the corpse isn't opened/is empty. So let's try again or check a new corpse.
I don't know if you needed this info, since i only read thoses boards once a month, so forget about it if it's not the case
Triane
Mar 11 2004, 11:47 AM
Posted Nov 10, 2003 @ 06:12am by DaMob:
| QUOTE |
I hope this helps but I just tried this and it worked as I thought it would.
I killed a Tumerok Champion
Keys E WaitForcursor SendText 13, _idLockOpen
Result: 0
I then opened his corpse and reran the above and the result became a 1 Closed the corpse and reran it and _idLockOpen returned to 0 |
Posted Nov 10, 2003 @ 01:44pm by Triane:
| QUOTE |
I made most of the changes thismorning to the code to implement _idlockopen, I'll play-test it tonight and see how it works. If it's effective in a hectic dungeon-scrum, I'll go ahead with it, if not, will try some delays, worse-case, I only commented out the old code, it can always be revived if necessary.
-Triane |
That all occured ~4 months ago, and has been working well since. I believe that was around v2.1.0 of the macro (we're currently up to 2.2.9

). Thanks for the help though, that information might prove useful in the future, however, at this time, it's easier (and I believe faster) to continue polling
_idlockopen than using
DSWorld (which can contain ghosts, and has the potential to take a while to obtain). If you weren't aware of the
_idlockopen method, it might be worth revisiting this issue in your own macros because of the potential speed issues.
-Triane
Stol
Mar 11 2004, 02:15 PM
Did'nt read the whole thread, sorry

. My fault so :