I am still having the problem though when trying to get it to warp to asteroid belts.
if (Bot.Roids < listOverviewToWarpTo.Length)
{
Bot.Roids++;
yield return listOverviewToWarpTo[0].ClickMenuEntryByRegexPattern(bot,ParseStatic.MenuEntryWarpToAtLeafRegexPattern);
}
If I use listOverviewToWarpTo[0] Its fine⌠It right clicks on first element and warps to it. If I set it to Bot.Roids(listOverviewToWarpTo[Bot.Roids]) (which is just the number of items in the listOverviewToWarpTo.Length. It will right click on every element of the overview but it never clicks WarpTo⌠And I am lost as to why it will right click on every element in the overview but not click Warp to. I am guessing this is to do with memory updating but am unsure why it does it.
Because the code you show changes the Roids pointer before the bot gets to click Warp to. Because of the changed pointer, it has to click on the overview entry next.
Note to self: This issue illustrates where we could improve the framework to help people understand what their code does.
Iâm looking at a way to prioritize targets based on size (smaller first to make my drones live faster), and the only way I can think to do it is based on the sprite.
Is there a list of which sprite id relates to which class of ship already compiled somewhere ?
Or is there a better way of doing it ?
I am thinking of just increasing the AttackPriorityIndex based on ship size, with the smaller sizes getting the largest boost.
I do not know of such a list. Also, I do not remember finding a sprite ID with a larger scope than the current windows process.
Here is an approach how it can be done:
When I developed the mission running bot, I correlated the overview entries with targets. This way I was able to select targets by the properties shown in the overview entry for the same object-in-space.
I do not see anything preventing using the same approach here. And since you are interested in size, it might be sufficient to just use the ships name/type for the correlation.
Another approach which seems even simpler is compiling a mapping from the text found in target to size.
Thankâs Viir, thatâs actually a really good idea that I had ignored. If I use the npc names, I can also add priority based on EWAR effects without having to get affected by them.
I am basically a newbie to all of this and am asking for some help to learn what the heck I have opened and how do I make sense of it.
Basically, I installed it, Clicked the passive modules etc, then hit play⌠My poor Vexor warped to a sanctum and died in about 5 seconds. I went from yay!!! to quickly as I looked at what site I had landed in.
So I am wanting to learn how to make this work. What I am basically after is for it to only select and warp to from the list of anomalyâs âblood raider forsaken hubsâ deploy drones and when the site is finished retract before warping, To dock when a neut come into local and the skip a site if someone is already doing it.
Any help would be greatly appreciated and I am also keen to learn how to do this.
Also not sure if itâs relevant but I live in 0.0
Firstly, sort your anom list so that the bot isnât going to go to Sanctums. Secondly, remove Sanctums from your anom list.
I donât know how to make the bot orbit or anything i canât pay with the code that well, do just beast tank the damn thing and let it work through âŚ