Triane
May 18 2004, 12:16 AM
This is a new macro built off the infrastructure of BowHunter 2.2.12 (available in
this thread). It is, as the subject says, an
attended macro. Bear in mind that it is also the VERY FIRST release, and is appropriately rough-around-the-edges. It only casts War VI's, and Vuln VI's and the combat code will be optimized as I get more time to work on it. Support is offered only in this thread.
WarHunter 1.0.0Newly Released (46 downloads)- same "extras" feature set as BowHunter 2.2.12, including:
- whereis support
- autolooting
- autosalvaging
- xp/level tracking (up to level 126)
- auto-update support
- tracks and reports component burn
- auto-determines the optimum attack type based on vulnerabilities listed in a creature database.
WarHunter 1.1.0Major Update! (23 downloads)- Major loot-system upgrade (see release notes below for details)
- XP-system now supports levels > 126
- Mana recouping system now accomodates S2M ceilings
WarHunter 1.1.2Minor Update! (18 downloads)- Added new constant "GlobalBane" to configs.
- If $GlobalBane is defined as 'Yes', the bot will use the newly added ability to bane all your items in one cast. Change this to something else and it will do it the old way (one piece at a time).
- Temporarily disabled autoupdates until I figure out how I want to do them with the new Includes.
WarHunter 1.1.2aHotfix! (96 Downloads)- Corrected a few minor bugs in 1.1.2 that caused problems with buffing via the new system.
- Be sure to get the "MONSTERS.CDS" file attached to this message!
WarHunter 1.1.4/1.1.5beta release (6/- downloads)- Many bug-fixes, and logic adjustments.
- Major update to the loot system that supports segregating salvage based on the workmanship.
- released a minor update: 1.1.5 to address an issue with code that was left unfinished in 1.1.4 and caused the macro to be un-runnable.
Note: v1.1.5 is not a polished release, although I have been running it for a few weeks and I believe it to be stable. Nevertheless, I am releasing it mostly to address possible issues with include-file version mismatches. This version includes the complete rewrite of a version-checking include file that
should allow for auto-updating of modules henceforth. It also includes an updated XP include that has routines for calculating levels, and xp for characters with levels 126 and beyond.
-Triane
Triane
May 29 2004, 06:22 PM
This message is to detail the changes to the loot system in WH 1.1.0. The loot system (now identified as "HunterLoot 1.0") has been externalised so that both BowHunter and WarHunter can use the same system, and, when I upgrade it, I only have to do it once.
I undertook this (rather odius) job because the loot system is such a large amount of code, but is (or at least
should be) the same in both macros (BowHunter and WarHunter). Given the prospect of updating the loot system, and then making the same changes all over again to accomodate both macros was quite daunting. So now it's just one: both macros use the same looting/salvaging include library so updates to the looting system automatically affect both macros equally, and occur in a single-pass.
All that said, externalisation is not the only change to the loot system! -- It's new and improved as well!
The system now supports salvaging the same material across different worksmanships (?)! This means that you can specify a breakpoint, (ws 6 is default) and the macro will now salvage all items of that w/s or higher into separate bags broken up by w/s. All items whose w/s is lower than the breakpoint still get mashed into a single "catchall" bag. If 6 isn't a good sport for you, the breakpoint is specified in a constant at the top of the loot-include file and can be set from 0 to 11. If set to 0, all w/s of material will have a separate bag (better hava a lot of packspace!). At 11, all items of all w/s will be mashed into a single bag (basically the same as it used to be).
There are other optimizations to the looting system as well, basically eliminating instances where verification of objects happens by
Selecting them, then checking to see if they're
_selected. That's a time consuming and less reliable method than polling
DSInventory or
DSWorld to find out the same thing.
So there it is, the first major update to WarHunter! -- hope you like it, I haven't yet confirmed the integration between HunterLoot and BowHunter, so the mages get to try it out first!

-Triane
maelek
May 30 2004, 03:31 AM
---------------------------
Error
---------------------------
Error: Macro Line: HttpGet Phases, $Temp7
Caused Error: HTTP/1.1 404 Object Not Found
Module: WarHunter1.1.0.mac Line: 1950
---------------------------
OK
---------------------------
when i hit "ok" ... this pops up
---------------------------
Error
---------------------------
Error: Cannot evaluate $Temp4 * 3600.
Expression "99468755*3600"
Module: HunterLoot 1.0.inc Line: 748
---------------------------
OK
---------------------------
this is my first time using ac tool in ages..last time i used it was for plat scarabs.
any idea what can be causing this?
also, i thought that the current versions of ac tool had an actual ingame plugin that showed up on the decal list ..... all i get is a message saying that actool companion is loaded.
Triane
May 30 2004, 08:51 AM
Companion is a Decal application, but it has no visual interface. Thus it does not show up on the Decal bar.
As for the other, the auto-update system hasn't been upgraded to deal with the fact that WarHunter now has 3 files to maintain. At the top of the macro, set the "AutoUpdate" variable to "No" and it should stop the HTTP 404 error as well.
-Triane
Sgian
Jun 7 2004, 03:08 PM
how do i get the macro to cast level 7 buffs? I start the macro and it goes through about 5-6 creature self level 7's then gets hung up on level 6's that i don't know, even though i know the level 7 equivilent.
Triane
Jun 7 2004, 06:35 PM
At the present time, all vulns are cast as level VI's. This is because the macro builds the name of the spell to cast in each circumstance, but it can't do this with level VII spells. For example, you CAN say, find the applicable vulnerability for Rampager Tusker, and have the macro look it up and determin that the vuln is "Fire". I can then say, "cast $Vuln Vulnerability Other VI" and expect the macro to accomplish what I'm asking it to do. I can't, however, say "Cast $Vuln Vulnerability Other VII" and expect it to do anything at all...
The same is true of the War spells, EXCEPT that Turbine's imagineers ran out of gas when they made Arc's, and they CAN be cast as "$Vuln Arc VII". Which is the way the macro is configured by default.
Looking at the Buff routines, however (around lines 476 to 551) all the spells in there appear to be level VII's in the latest version. In any event, you can edit the spell list you find there to customize the buffs you want your bot to cast/track.
-Triane
Sgian
Jun 7 2004, 09:16 PM
ok, thank you. i will do that as soon as i get home. as far as using level 6 vulns, that's great, saves me plats and, consequently, money
Triane
Jun 9 2004, 10:47 PM
Updated for June patch. Accomodates the new global baning process.
-Triane
Triane
Jun 13 2004, 09:25 PM
Bug-fix version of 1.1.2 released (1.1.2a). This addresses a few issues that were in the 1.1.2 update and caused problems with the new buffing system. Should work as intended this time! -- I noticed 18 ppl downloaded, but not one word of the fact that, as it was, 1.1.2 wouldn't work properly! Please report bugs if you find them, that way I can get them ironed out faster.
-Triane
Triane
Jun 20 2004, 11:37 AM
I've compiled a "monsters.cds" file using data from the "Asheron's Call Monster Guide". It is included at the bottom of this message. This should make the job of hunting a lot easier since you don't have to build (and edit) your own version from scratch. In case you weren't aware of this file, it is how WarHunter determines which vulns/wars to use on a particular target. If the file does not exist, WH created it and began populating it whenever you used the macro. Unfortunately, this population does NOT reflect anything more than the name of the critter, and some other data. The macro does no work to actually determine the creature's weaknesses. You could, however, hand-edit the file (via CDSEdit) and set the preferred weaknesses yourself. I wouldn't be surprised if most of you didn't do this though, as I AFAIK didn't ever mention this part of the macro's featureset. Nevertheless, now you can download this database, and have a much better working start than an empty DB would be.
I don't know how complete this is, nor how accurate, but it seems to work well in my tests. FYI: The macro will "default" to using a flame attack, in situations where it doesn't know what else to use. This database will be included in future releases of WarHunter.
Edit: This file is included with releases after (and including) 1.1.4 and doesn't require re-downloading.
-Triane
Haunted
Jul 6 2004, 06:22 PM
I'm really new to this type of stuff but i ran it and got an error on line 26 couldn't find incNav2.mac, I'm guessing I need to download this from somewhere if someone could give me a link to this i would appreciate it.
Triane
Jul 6 2004, 06:49 PM
>> Simple Forum Search for "incNav2"Select the first item on the list ("
incNav update").
-Triane
-Don-
Jul 21 2004, 04:40 PM
Do you have a link to your bow hunter? Thanks
Triane
Jul 21 2004, 04:59 PM
It's just further down in the forum list, look on page 2 if it's scrolled off the first page for you.
There's been a lot of changes to both BowHunter and WarHunter in the past few weeks. I'm hoping that I'll be able to release a new macro built from the skeletons of these two soon.
The plan is to have a single macro, with various includes in it, that allow it to take on different personalities depending on what module you load. Then I have to make a Mage, and an Archer module and get it released.
When I get that much done, I'll look into possibly making other modules to suit other classes...
-Triane
Edit: Heh, there's already a clickable link to BowHunter in the first message of this thread...
Hungchow
Jul 24 2004, 09:00 PM
Hello,
I am trying to get your script to run but I am running into a bit of a snag. I am recieveing this error message.
Error: Macro Line: HttpGet Phases,botanybay.net/actool/places.xml
Caused Error: Socket Error # 11001
Host not found.
Module: HunterLoot 1.0.inc Line 1145
I then press OK and get the following Error Message.
Error: Invalid offset 0 for list FIELDS
Module: WarHunter1.1.2.mac Line: 2106
I am running no other plugins other than ACTool Companion.
WinXP Pro
Decal 2.6.1.3
Thank you for your time.
{edit}
I am now getting the same math error as the gentleman above. Also my character will use all of his mana if he is engaged in battle. I am wondering if it is due to the version of decal I am running and the way it may be reporting back to ACTool.
> XP earned in 09m48s: -3,003,154,136 ( -18,386,654,400 xp per hour / Total XP: 0 / Unassigned: 88,422,212 ).
<AcT> Level 117 is -2400.33% complete, Black Peter will reach level 118 in 3,128,116,563 XP ( Approx time: ~ 15:59:59.999 ).
<AcT> Components consumed since the beginning: 83 Tapers; 1 Platinum Scarabs; 1 Pyreal Scarabs; 1 Silver Scarabs;
<AcT> Hunting Malus Shreth
<AcT> Casting "Cold Vulnerability Other VI" on Malus Shreth
Again, Thank you for your time.
Triane
Jul 25 2004, 12:44 AM
The httpget errors are the result of WH trying to check for updates. Except that I've completely revamped the self-updating code (via a new include) and, unfortunately, the new system isn't at all compatible with the old one.
You will need to check a few places to de-activate the old-style updates:
1] In the "Warhunter" main macro: In the "CreateBuffProfile" procedure, find the line:
| CODE |
| If FileExists Monster.CDS |
. Remove all the lines from the Else segment of the test (around lines 594 to 599 in WHv1.1.1).
2] In the "Warhunter" main macro: In the "CheckNewVersion" procedure, ensure that the first line of the procedure is the command "Exit".
3] In the "HunterLoot" include macro: Find a procedure called "DownloadPlaces". In the middle of the procedure, remove everything from the Else portion of the conditional, and replace it with:
| CODE |
SendtText $Pink, PLACES.XML not found, starting with an empty Placename database. DSEmpty Places DSSave Places, places.xml |
Hopefully these changes will enable you to keep running the macro until I can get an update out. In the event that you need the files these routines are supposed to locate, I'll attach them to this post.
-Triane
Hungchow
Jul 26 2004, 06:58 PM
Thank you for your reply. The suggested fixes worked perfectly to stop the http errors. I am still, however, running into the same mathmatical error. The exact message I receive is the following:
Error: Cannot evaluate $Temp4*3600.
Expression "(-166859272)*3600"
Module: HunterLoot 1.0.inc Line 748
I will try to comment out the associated lines of code that call for an XP report and see if that will resolve the issue. I would very much enjoy seeing the XP report displayed. I also have set the Constant LowManaLevel to 150 and still my character runs out of mana when he is engaged in combat, never attempting to recover it.
Thank you for your time.
{edit}
I have commented out all the lines that call for the XPReport procedure. That has stopped the math error. The mana issue is still unresolved. I will attach the files that I have modified so that you may see what I have done. I have complete taken $LowManaLevel out and replaced it with the integer of 80. The character still makes no attempt to recover mana if it is engaged in combat. (Will cast all the way down to 1 mana)
Triane
Jul 26 2004, 11:16 PM
I posted WarHunter 1.1.4 at the top of this thread.
It is not in a state that I would normally release, but some of your problems could be related to out-of-date or mismatched include files.
Download 1.1.4 and see if that helps any of your problems...
-Triane
Hungchow
Jul 27 2004, 12:41 PM
I have as of yet had the chance to try it out. The server I play on has been down since yesterday. I will let you know how it works for me once I get a chance to try it out.
Thank you
Triane
Jul 27 2004, 07:50 PM
v1.1.5 released to address some issues with unfinished code in 1.1.4
*sigh*
This release might not be anywhere near as ready for distribution as I had hoped. I've put some more fixes into it, as part of 1.1.5. I will address any issues as they arise with this version, please post any noted problems here in the forum. The new release includes a beta of the HunterLoot include (v1.2) that I cannot assure the stability of, but which is required for 1.1.5 to operate.
-Triane
Triane
Jul 29 2004, 01:16 PM
Okay, so 6 of you have downloaded it, how's 1.1.5 doing? Is it stable enough to use?
-Triane
Hungchow
Jul 29 2004, 02:20 PM
It is working great!
My mana and health still get quite low. I am sure there are some tweaks that will help remedy that.
Thanks!
fool
Aug 1 2004, 09:56 AM
nice macro, i got bored and wanted to add alittle to it, so i came up with the use a rendwand instead of Vulning your target. i added a few consts to help the macro know what wand was what-
| CODE |
CastItem = Buadren fireW = Sapphire Orb lightW = Yellow Topaz Wand bludgeW = Ivory Staff
|
and then i went in and changed the vulning section to look like this-
| CODE |
Procedure SpellVuln If $UseVulns <> Yes Exit End SetConst Temp1 = $Weakness If $Temp1 = Flame EquipEx $fireW //// tells the maco what wand to get SetConst Temp1 = No //// makes the $temp1 not cast a vuln spell End If $Temp1 = Force EquipEx $CastItem //// equips your normal wand SetConst Temp1 = Piercing /// will cast a vuln spell End
// We only try to Vuln once Call UpdateComponents SendText $Pink, Casting "$Temp1 Vulnerability" on Monsters[Name] ////changed to look better for rendwand use Call EnterSpellCombatState CastSpellEX $Temp1 Vulnerability, Monsters[GUID] If $CompUpdateReport contains No components Else SendText $LightBlue, $CompTally End
|
there is probably a better way to do this but this way does work and works well.
again thanks for the nice macro.
Zuuse
Aug 4 2004, 03:08 PM
ok, prolly a stupid question, and I have read the faqs page and the pinn up pages, I have ran many actool scripts without much problems in the past, would very much like to give this one a try, So my first error and question is were can I find the incNav2.mac file, that was my first error, I m running the most current actool, no need to post my system req. yet since I only need the file right now..
Thanks
Zuuse
Triane
Aug 4 2004, 06:33 PM
>> incNav2 UpdateIt's like the 13th thread in the same forum as this macro is posted...

Anyway, there's a MAJOR update coming for this macro. I've been working on it for about a week. The macro will now auto-detect what levels of spell to cast based on the character's skill. It self (pre)buffs based upon a saved profile (requires CDSEdit to make changes).
It also notices when a corpse it's looting has a scroll to a spell the bot doesn't know, in which case it picks up the scroll and attempts to learn the spell!
The macro also will fall-back to lower-level spells in cases where a spell is called for, but the bot doesn't have it, or can't cast that level.
Doing work on getting the bot to only use the level of "Heal Self" that's required. At the present time it always just uses whatever the biggest version is that it can cast.
Anyway, a lot of this code is in, I'm just doing some smoothing-out and testing mostly. Hopefully this will be posted on the upcoming w/end.
-Triane
Zuuse
Aug 4 2004, 11:04 PM
Include HunterLoot1.1.inc-- line 1589
Been throught the whole 2 pages here and its prolly right in front of my face, but unless it jumps out and bites me I just cant find it..lol
Hungchow
Aug 4 2004, 11:25 PM
I am trying to work with the Monsters.cds file and have a couple quick questions.
1. I see that the script calls for an unknown monster to be added to the data base but I do not see that happening. For example: Banderling Aggressor. I have killed numerous and have yet to find it listed in the database. Is there a way to save or update the DB?
2. What value makes the default vuln fire? 10? 1?
3. Thanks for great work!
Thank you for your time.
Triane
Aug 4 2004, 11:51 PM
Zuuse:
What version do you have?
If it's 1.1.5, check to see if your hunterloot.inc (located in the same dir you extracted WarHunter to) is v1.1 or 1.2.
If it's 1.2, change the include line to reflect that. If you aren't using WH1.1.5, go to the top of the thread and download the newest version first.
Hung:
Please excuse my lack of line numbers, I'm working off the (unreleased) 1.2.0 and things have changed quite a bit so the ln's I have won't be relevant in your version anyway.
Anyway, in the procedure, "DetermineWeakness" (that's called from the "SpellAttack" procedure), the first thing the macro attempts to do is locate the critter it's attacking inside the loaded database (stored in the "MonsterData" dataset). If it doesn't find the critter, it calls "AddCritterToDB". This routine "guesses" that the 2nd word in the creature's name is the "family" of creatures it belongs to. In MOST cases (Lugians, Mossies, Tuskers etc), the 2nd word is the family of the monster, but in odd cases (like Bandi Aggressors for example), the 2nd word isn't the family. Look around in the database and see if the Aggressors haven't been "misfiled" because of this.
As for the second part of your question, the macro makes no determination when it adds a new creature as to the weaknesses of it. To reflect this, it assigns all weaknesses equally. To manually specify a particular weakness for any given creature, just assign it a resistance value that is lower (closer to 0.0 without going under) than any of the other resistances. This is the weakness the macro will use when it attacks the creature in the future. One thing the macro does try to do, however, is when it notes that the weaknesses are all 65535, it assumes the creature has been added by the macro, and so it attempts to look up another member of the creature's "Family" when it calls "CrossReferenceWeaknesses". This of course doesn't work when the particular critter's family has been mis-assigned due to it's name being out-of-order as I described earlier. When it attempts to crossreference your Bandie Aggressor, it is futily looking for other "Aggressor" creatures. Nevertheless, the "default" to fire doesn't occur anywhere in the definition of the creature, it comes from the way the macro determines weakness. In the case where it just isn't able to make a determination, it defaults to the first weakness in the list, which I picked to be "Flame" as it seemed the most widely applicable damage type of the 7. If you re-ordered the way weaknesses are assigned in the "DetermineWeakness" and "CrossReferenceWeaknesses" routines, the default would be different.
Hope that helps...
-Triane
Hungchow
Aug 5 2004, 12:51 PM
Thank you sir, that helps very much indeed!
Triane
Sep 5 2004, 10:38 PM
Although it's still in development, here's a sneak preview of v1.2.0
It includes a folder called "hunterbuffs", in it are two datasets.
When you run the macro for the first time, the "hunterbuffs.cds" dataset will be copied to a file named "World(Character) Buffs.cds".
For example, the file created for my main character is called: "Leafcull(Triane) Buffs.cds".
When this file has been created, use CDSEdit to edit the file. You want to go down the list of buffs and set the "Active" field to "Yes" for any spells you want the bot to include in its buff cycle, and "No" for any spells you don't want it to include. When you've done this, save the dataset and it will be used for your character.
Remember: Set the path in the variable, "$BuffFileFolder" to point to wherever you put the "HunterBuffs" folder!
I am in the process of implementing a multiple-wands configuration, so a file named "World(Character) Wands.cds" will also be created in this folder, but I don't believe that it has an effect on the bot at this time, although, as I said, this is a "sneak preview" and I can't say for certain. One important factor: the bot now makes its OWN determination about what level(s) of spells to use based upon its skills. I am curious to see how well this feature performs and would like to hear your feedback about it. Anyway, I will track this thread, post any issues you experience with v1.2.0 and I will address them as I can.
-Triane
[Edit: Attachment removed (see further down)]
Phantom Mullet
Oct 6 2004, 02:46 AM
HI There. Newb here. This macro looks awesome. Looks like I could use some help setting it up. Getting this error:
Error: Companion reports version and AC tool is 4.6.2. The version must be the same.
Does this mean I have the wrong version of TOOL? I looked over the site and can't find any other version.
I am running WH 1.2 should I download the 1.1.5 instead?
Thanks in advance.
| QUOTE |
Error: Companion reports version and AC tool is 4.6.2. The version must be the same.
|
Looks like you may have installed ACTool 4.6.2 without first shutting down Decal.
Uninstall 4.6.2
Ensure Decal is not running
Re-install 4.6.2
Phantom Mullet
Oct 9 2004, 04:10 PM
Thanks IPA got that fixed. Now IG everything seems to work fine but my characters not doing anything. I'm getting this error:
Error: Macro Line: DSave Wands, $wand file.
Cause error - Cannont create file "c:/games/asheron's call/decal/actool/hunterbuff
/Morningthaw(Phantom)wands.cds
The system cannot find specified path.
Module: WH1.0.MAC
Line: 252
Any ideas? Thanks in advance.
Triane
Oct 9 2004, 06:57 PM
Checng the defined path at line 87 of WarHunter1.2.0.mac to something that actually applies to your computer. The default value works on MY computer, but probably not on most people's.
-Triane
Phantom Mullet
Oct 9 2004, 09:41 PM
Ok changing the path worked. BUT .... now my character is still not doing anything. After it locates my armor and which wand im using it goes straight into how much exp ive made in 0.8 seconds and stops. Am I missing something?
Sorry for the trouble.

This is just the first macro I'm trying to get going.
Thanks again.
Triane
Oct 9 2004, 10:37 PM
The XP report is just part of the closing-out process for the macro.
I assume you're using the 1.2.0 beta version?
In the ZIP file is a folder called "Hunterbuffs".
From your earlier error, I don't know if you didn't extract it, or put it someplace weird, but in any case, the two files that are IN the "HunterBuffs" folder of the ZIP, MUST be put into the folder you defined on line 87.
-Triane
Phantom Mullet
Oct 9 2004, 10:53 PM
I have line 87 set to: C:\program files\AC Tool\Hunterbuffs\
Also those two files that were in the zip, I did extract.
Hunterbuffs(minimum).cds
Hunterbuffs.cds
Are in the file "Hunterbuffs", I double checked.
The funny thing is. That It has not created a Morningthaw(phantom)buffs.cds all I have is a Morningthaw(phantom)wands.cds No clue whats going on.
Triane
Oct 9 2004, 11:23 PM
On Line 81, change "No" to "Yes.public.timestamp.file." and run the macro again.
It will spit a lot more stuff out at you. It will also create a file called "Warhunterx.y.z.log" in the current folder (where "x.y.z" are the version numbers of the macro you're running, which SHOULD be 1.2.0).
It will also log a lot of information into your timestamp window.
When you've done this, attach the log file to a message here and make a note of what the last few lines are in the timestamp log.
-Triane
Edit: Heh -- I just discovered a bug in HunterLoot1.3 in regards to the logging to file option. Suffice to say it won't log events to a file for WarHunter. You'll have to relate the last few lines of your Timestamp log to me manually... This is what happens with beta-ware
Phantom Mullet
Oct 9 2004, 11:42 PM
[20041009.203600000] Procedure ManageSalvage completed in 1,188 msec.
[20041009.203601000] Procedure CreateBuffProfile performance being monitored.
[20041009.203601000] No buff profile found! -- You need to locate "HunterBuffs.CDS" and configure it.
[20041009.203602000] 79049207 / 3599999999 / 15:59:59.999 / 0
[20041009.203602000] Comp: Tapers ( Bef: 875 Aft: 875 )
[20041009.203602000] Comp: Platinum ( Bef: 19 Aft: 19 )
[20041009.203602000] Comp: Pyreal ( Bef: 24 Aft: 24 )
[20041009.203602000] Comp: Gold ( Bef: 25 Aft: 25 )
[20041009.203602000] Comp: Silver ( Bef: 40 Aft: 40 )
[20041009.203602000] Comp: Copper ( Bef: 36 Aft: 36 )
[20041009.203602000] Comp: Iron ( Bef: 23 Aft: 23 )
[20041009.203602000] Comp: Lead ( Bef: 22 Aft: 22 )
[20041009.203602000] Comp: Diamond ( Bef: 29 Aft: 29 )
It made the log BowHunter 1.2.0 ..the war hunter1.2.0 file just says:
===========================================
>> Starting WarHunter macro. Character: Phantom Level: 125 XP: 4207559891
Triane
Oct 9 2004, 11:49 PM
Yea, that was the bug I discovered: I knew it would create the file, but the DebugText routine in HunterLoot1.3 won't write to it without a fix.
[Edit:]Download the attached distribution, it has some fixes related to these issues, and see if it makes a difference.
[Attachment Removed]
-Triane
Phantom Mullet
Oct 10 2004, 12:07 AM
grrrr now im getting this
Error: Invalid comparison operator in If: $BufffileFolder <> none and File exists
$Temp4
Module: WarHunter 1.2.0.mac
Phantom Mullet
Oct 10 2004, 12:09 AM
Module: WH1.2.0.mac Line 464
sorry hit wrong key and it posted.
Triane
Oct 10 2004, 07:22 PM
*sigh* -- alright, try this one instead.
-Triane
Phantom Mullet
Oct 11 2004, 01:21 AM
!!**Success**!!

wooot. Runs great. Thanks for all your help and a great macro! Nice job!