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Thread: Avoid steping on Fire, Poison..etc..

  1. #1
    Normal User AcidAlchamy's Avatar
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    Question Avoid steping on Fire, Poison..etc..

    Is there a command, or function to put within script or something to edit so my guy doesnt step on fire?

    My situation is this, I got this script where im sorta forced to walk by fire numerous times. So this facc noob keeps coming on at like 4 am (when im sleeping) and tries trapping me with furniture and such and throws eggs and coins on fire till it disapeers and then my guy walks over it over and over and over...

    Anyway to stop this from happening?
    and no, I cant remake script; theres fire every where lol..

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  2. #2
    Normal User blakw's Avatar
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    Tried using arrow keys as walking method?


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  3. #3
    Normal User AcidAlchamy's Avatar
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    Hmm havent, think that would do it?
    If it works thatd be nice, because hes only walking on fire cause its "not there" and hes using mini map right?

  4. #4
    Focus Group Samuel's Avatar
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    In the target you put Stance: Approach and go walkableIds and add the ids
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    Normal User AcidAlchamy's Avatar
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    Quote Originally Posted by Samuel View Post
    In the target you put Stance: Approach and go walkableIds and add the ids
    mind explaining the walkableId's part?

    what is it I add?

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    iBot User Noxuos's Avatar
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    Yes He is using the mini map to "Map Click"

    walkableId's is a section in your part of the bot, and you can add a xyz position to it. i added one as a know place where first ALWAYS is. and it always avoids it, but to make it avoid it at all times there is some other small things you must do but nothing major. if you would like i explain more just let me know.

    but first try using arrow keys like blak said, that should fix it, but if not, there is other ways around it.
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  7. #7
    Normal User AcidAlchamy's Avatar
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    Ive been trying what Blak said, and I just now got home and my guy was on fire and thats with him on Approach and using Arrow Keys (set it to use arrow keys whenever entering the part of my waypoints where fire comes around)

    for the walkableIds, is "fire" one of those ID's in there?
    If so, which is it so I can try to remove it and see what happens then.

    and please,if you could feel free to explain more I'd really appreciate it

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    Normal User blakw's Avatar
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    If I am not mistaken fire field id is 2118.


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  9. #9
    Normal User AcidAlchamy's Avatar
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    so but does that go for all fires?
    or JUST firefields, because what about those pits of fire surrounded by coal and such.

    and would REMOVING it from the list making it so he WONT walk on it?

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  10. #10
    iBot User pink_panther's Avatar
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    Quote Originally Posted by AcidAlchamy View Post
    so but does that go for all fires?
    or JUST firefields, because what about those pits of fire surrounded by coal and such.

    and would REMOVING it from the list making it so he WONT walk on it?

    ~Acid Alchamy~
    Removing the ID of Fire Fields would help, if that player wasn't stacking items on the fire to make it disappear.

    What you want to do is create "special areas" on anywhere there is a fire field so it will avoid that sqm regardless of what is there.

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