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Chazcon
Here is the latest version of GatreNav:

CODE
//   2.2  09/18/06 by Chazcon(HG)
//      -tweaked X.Y calibration to make movement more accurate, and to calibrate faster


NOTE: Although I have made modifications, the core of this macro is still Gatre's original concept and work. It's like hotrodding a car; I may have added slicks and some chrome, but it's still a Chevrolet underneath. Many thanks to Gatre for the original GatreNav!
DaMOB
Neat additions. smile.gif
Chazcon
Thanks, I'm still a real novice, but man is it a kick when something works as intended!

I can tell that I'm learning, when I go back over earlier code that I wrote, and it looks clunky to me, and I'm able to do that same thing, better, with less code. I hope I'm learning!

I want to learn C#...in fact I'm working on that, and it will probably eclipse my script writing at some point.

Here's a question (I realize all of this is off thread):

I've heard macros termed 'programs' and 'code', and also heard people say, "That's not programming. That just script writing." What are your thoughts?
Ipa
QUOTE
What are your thoughts?


It's a grey area, likely to yield a very opinionated flame-fest if asked on a more active programming forum.

I think the term "macro" gets looked down upon by programmers, because it tends to be associated with apps like MS-Word and MS-Excel where you "record" a macro. IOW, there is no programming effort, you just click the Record button and the app "programs" the macro for you.

It would have been better from the start if ACTool "macros" had been called "programs" or "scripts". Would also have saved me from 5 years of answering questions like "Where's the 'Record' button in ACTool ..."

I've seen plenty of "real programmers" take a well designed functional piece of software and turn it into a dog's breakfast with their real programming skills. I've also seen some *nix script gurus do stuff with awk/perl/shell scripts that blows me away.
Dog_Welder
Hey i just noticed something when using your macro... during indoor navigation it will use a full run instead of a walk so it will always over run the location. I made that change in the one i am using and it worked fine. Just noticed one other problem, after running it for a while the navigation messed up and it started running around funny. I am not sure if this was due to something on my part. Sorry i can not provide anymore information on it. I will see if it occurs again.
Chazcon
1) Yes it always runs, I rewrote it to always run to increase survivability. Overrunning the destination? I'll check that again but I specifically coded it to NOT do that, to always err on the short side, because it takes too much time to stop, turn 180, and go back to a destination point. It's faster and thus safer to stop short then move forward again.

2) Read the paragraph about creating routes and how it navigates in the comments at the top of the macro. The reason it is 'running around funny' is because you are in a 24 X 24 meter square that covers more than one landblock. You are expecting it to run to a certain x,y coordinate, but you are starting in a different landblock than your destination, so it is running to the same x,y coordinate in the landblock you are standing in.

3) All of the above is in the comments section if you only had taken the time to read it.
Dog_Welder
Ok, I just wanted to give you some feedback. I used the original macro before you rewrote it. I lost my old program and started from scratch and all I could find was your version. I did not post this as a "how to" I jsut wanted to point out some bugs that i found.

When it is inside a dungeon doing indoor navigation it runs now instead of walks. This causes it to overrun the desired location and turn around and overrun it again and repeats its. I was telling you that I was able to fix this by just going back to walking.

My macro is in one landblock, and all that I said was after running successfully for quite a while it started running "funny", it has not repeated so i am not sure what caused that.

All that I was trying to do was give you feedback, I did not ask any questions so I have no clue why you told me to read the documentation.
Chazcon
My apologies to Dog Welder, after reading my own snippy post again I feel I was out of line.

Thanks for your feedback. You might try the latest version which provides for more accurate X,Y movement.

I removed walking movement from Gatre's original macro for two reasons:

1) Walking around in a hot dungeon is too slow and will get you killed.
2) The only way to determine if a character is in walk or run mode is to perform a little test before the first 'walk' procedure - I wrote and used this method for a while but it was too cumbersome and would sometimes have to be performed in a hot environment - dangerous.

The current version is working great for me, It will nav down into the Mansion storage room for example without getting caught on corners etc. (Which is a darn good test for any nav macro!)

There is a bit of skill required in creating routes to ensure a character doesn't get hung up on objects in the game world. Rarely can you get a character to follow the same path you would take when manually controlling it. Enjoy.
Chazcon
Help!

Getting back into AC Tool and I see the links here to my old macros are gone.

Does anyone have a copy they can send me?

chazcon@rio.com

Thank you VERY much!
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