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Pre Farmer
Discussion on Pre Farmer within the GW Exploits, Hacks, Bots, Tools & Macros forum part of the Guild Wars category.
03/20/2021, 20:13
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#256
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elite*gold: 0
Join Date: May 2014
Posts: 269
Received Thanks: 328
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Quote:
Originally Posted by BobGreez
i get bot to run for 5 sec before gw crashes, any1 help
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Spamming this forum with the same question will not result in a quick answer...
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03/20/2021, 21:16
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#257
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elite*gold: 0
Join Date: Sep 2014
Posts: 354
Received Thanks: 120
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Just a old guy with a new name asking the same old questions...
---Thread Closed! ---
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03/20/2021, 23:20
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#258
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elite*gold: 0
Join Date: Mar 2021
Posts: 14
Received Thanks: 0
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idk how forums work. first time her just trying to get help.
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04/26/2021, 02:00
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#259
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elite*gold: 0
Join Date: Dec 2017
Posts: 28
Received Thanks: 1
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Thank you so much for making this! I updated the bots GWA2 files (for some reason it ALWAYS crashes upon first use but upon second use it's fine) and i'm botting with 2 accounts right now and am making moneyyyyyyy
it's so funny cuz i see nothing BUT bots in ashford abbey right now, i know they are using your bot because they are all taking the same pathing to exit, it's great, i'm glad to see people have figured out how to update everything to make it work, just wish i could figure out why it crashes my game upon first use but WHATEVER, i know the cure so it's fine
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05/16/2021, 19:20
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#260
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elite*gold: 0
Join Date: May 2021
Posts: 9
Received Thanks: 1
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Cant open the bot on the latest version on the old version the bot dosent find client plz help
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10/09/2021, 02:54
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#261
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elite*gold: 0
Join Date: Oct 2021
Posts: 5
Received Thanks: 0
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Problem with Omnifarmer 2.4.01
Tried using Omnifarmer v2.4.01. I ran it with LDoA 2-10 on a lvl9 necro. But for some reason it's stuck showing in the command window "Rurik killing mobs". Each time I try it , it just stays there till I decide to force pause. One time I let the Omnifarmer sit for an hour hoping it would change but it doesn't.
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10/09/2021, 06:44
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#262
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elite*gold: 0
Join Date: Sep 2014
Posts: 354
Received Thanks: 120
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yeah you need to have the right quest ...
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10/09/2021, 14:07
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#263
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elite*gold: 0
Join Date: Oct 2021
Posts: 5
Received Thanks: 0
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Is there something in the code i'm missing because i'm running a level 5 warrior with no secondary. I have only "Charr at the gat quest" in my quest log.
When I press start my character just sits in the city and does nothing.
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01/05/2022, 13:54
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#264
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elite*gold: 0
Join Date: Jul 2015
Posts: 2
Received Thanks: 1
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Hello everyone, when I launch the bot omnifarmer_presearing V2.4.1 autoit does not open anything for me, what am I supposed to do to solve the problem? thank you for your answers
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04/11/2022, 15:55
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#265
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elite*gold: 0
Join Date: Aug 2017
Posts: 119
Received Thanks: 183
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Omnifarmer pre-searing 2.5.0 Upate incoming
Hello guys,
It has been a long time since I didn't post updates. Lost interest in GW and went on other projects in 2020. But good news is that I'm going to start going back to GW bots.
Here is a show-off from my dev-route :
Done :- GUI Update :- Added a new tab called "Safe mod" which handles options related to bot safety (it won't 100%prevent you from getting banned for boting).
- In Safe Mod :
- Added a Travel selector group to let user choose which Region&Language he wants the bot to operate in.
- Added a Work Duration seletor groups to make the bot stop operate based on settings :
- Added a time limiter input to make the bot stop operate after a defined time.
- Added a Number of Runs limiter input to make the bot stop after a defined number of runs.
- Added a selector to choose between the previous options (See Readme for more details)
- Added a config Save button and an overwrite second config. - In Main tab :
- Replaced Run selector default argument by "Run to do"
- Added Nicholas Standford argument in Run selector.
- Fixed an issue with Runs/Fails counters when doing Mergoyl or Charr carvings farms (was counting one run each time returning to outpost insteed of counting one run each times going back and forth through portal). - Ini files update :
- Added SafeMod related SafeMod_Main.ini & SafeMod_Second.ini
- Implemented Save/Load/Overwrite functions for SafeMod.ini - Added function SpecificTravel to be able to travel to a specific region+language
- Replaced all Rndtravel by SpecificTravel calls
- Added a do Nicholas Standford trade only (without having to start a farm). This features is available in the Runs selection.
- Added functions related to SafeMod Work Duration.
- LDoA system update :
- Added LDoA2 active quest detection.
- Added LDoA2 quest rewarding and taking back.
- Added LDoA1 build templates.
- Added LDoA1 healing castengine.
- In LDoA1 farm : If Survivor title is checked, bot will restart job if HP goes below 30%.
- In LDoA1 farm : Character will heal itself if below 85% (only for primary or secondary professions with healing skills). TODO :
- Custom builds related function (used by the bot in job/build loading)
- Custom_CastSkillFromBuild : Will be buggy if necro summoning skills are used (don't know when to use it) - Write a read-me for the custom build tab (#Skill types)
- Add AoE on self skill type
- Fix the pullmobs function to pull charrs group backward. - Safe-mod
- Random actions.
- Portals zoning.
- Random paths based on polygone in town. - Add save arguments in .ini files Config.
- Adding a .ini file to log character's pos, checkpoint, to then make it able to communicate with a second bot in the party. - Recognize active LDoA2 quest
- LDoA2 for any quests.
- LDoA2_GoToLangmar - Presearing auto-pilot job : Make a character do everything from creation (lvl1 spawn spot) to lvl19 and farm 250 of all items - Spider leg farm : Pick up Apple basket to double spiders' spawn
- Adding a heal function for LDoA 2-10
--> LDoA_BuildForProfession : complete builds
--> LDoA_CastSkillFromBuild : make cast engine for heal - Custom Build tab rework : Use GW build pics and detects which spells are in the building insteed of asking what type of skill user is using.
- Adding KillMobs/GetNumberOfFoesInRangeOfAgent to PickUpLoot function to make it fight back even when picking up loot
- Charr farm is not efficient enough. - Adding GroundLevel Local $lAgent = GetAgentPtr(-2)
Local $lGround = MemoryRead($lAgent + 0x7C, 'long')
MsgBox(0, "Ground-Level", "Ground-Level = " & $lGround) - Pulling charrs backward when picking a group
- Not based on hard-coded coord --> use charr target array and player's position to decide to make ComputeDistance rise
- PullMobs() function to add in Killmob/FarmRoute or somthing
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04/11/2022, 18:05
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#266
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elite*gold: 0
Join Date: Apr 2022
Posts: 6
Received Thanks: 0
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Hey Guys,
i hava a question regarding the "OmniFarm_Bot - PreSearing".
Always wehen i select my character, the job and press on start my GW.exe is crashing and i dont kniw why
can someone help my what i should do?
king regards
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04/19/2022, 18:52
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#267
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elite*gold: 0
Join Date: Apr 2022
Posts: 1
Received Thanks: 0
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no se por donde comenzar para usar un bot, me ayudan?
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09/29/2022, 11:49
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#268
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elite*gold: 0
Join Date: Feb 2011
Posts: 1
Received Thanks: 0
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im only 3+ years too late for this but
Quote:
Originally Posted by maril15
Hello guys,
It has been a long time since I didn't post updates. Lost interest in GW and went on other projects in 2020. But good news is that I'm going to start going back to GW bots.
Here is a show-off from my dev-route :
Done :- GUI Update :- Added a new tab called "Safe mod" which handles options related to bot safety (it won't 100%prevent you from getting banned for boting).
- In Safe Mod :
- Added a Travel selector group to let user choose which Region&Language he wants the bot to operate in.
- Added a Work Duration seletor groups to make the bot stop operate based on settings :
- Added a time limiter input to make the bot stop operate after a defined time.
- Added a Number of Runs limiter input to make the bot stop after a defined number of runs.
- Added a selector to choose between the previous options (See Readme for more details)
- Added a config Save button and an overwrite second config. - In Main tab :
- Replaced Run selector default argument by "Run to do"
- Added Nicholas Standford argument in Run selector.
- Fixed an issue with Runs/Fails counters when doing Mergoyl or Charr carvings farms (was counting one run each time returning to outpost insteed of counting one run each times going back and forth through portal). - Ini files update :
- Added SafeMod related SafeMod_Main.ini & SafeMod_Second.ini
- Implemented Save/Load/Overwrite functions for SafeMod.ini - Added function SpecificTravel to be able to travel to a specific region+language
- Replaced all Rndtravel by SpecificTravel calls
- Added a do Nicholas Standford trade only (without having to start a farm). This features is available in the Runs selection.
- Added functions related to SafeMod Work Duration.
- LDoA system update :
- Added LDoA2 active quest detection.
- Added LDoA2 quest rewarding and taking back.
- Added LDoA1 build templates.
- Added LDoA1 healing castengine.
- In LDoA1 farm : If Survivor title is checked, bot will restart job if HP goes below 30%.
- In LDoA1 farm : Character will heal itself if below 85% (only for primary or secondary professions with healing skills). TODO :
- Custom builds related function (used by the bot in job/build loading)
- Custom_CastSkillFromBuild : Will be buggy if necro summoning skills are used (don't know when to use it) - Write a read-me for the custom build tab (#Skill types)
- Add AoE on self skill type
- Fix the pullmobs function to pull charrs group backward. - Safe-mod
- Random actions.
- Portals zoning.
- Random paths based on polygone in town. - Add save arguments in .ini files Config.
- Adding a .ini file to log character's pos, checkpoint, to then make it able to communicate with a second bot in the party. - Recognize active LDoA2 quest
- LDoA2 for any quests.
- LDoA2_GoToLangmar - Presearing auto-pilot job : Make a character do everything from creation (lvl1 spawn spot) to lvl19 and farm 250 of all items - Spider leg farm : Pick up Apple basket to double spiders' spawn
- Adding a heal function for LDoA 2-10
--> LDoA_BuildForProfession : complete builds
--> LDoA_CastSkillFromBuild : make cast engine for heal - Custom Build tab rework : Use GW build pics and detects which spells are in the building insteed of asking what type of skill user is using.
- Adding KillMobs/GetNumberOfFoesInRangeOfAgent to PickUpLoot function to make it fight back even when picking up loot
- Charr farm is not efficient enough. - Adding GroundLevel Local $lAgent = GetAgentPtr(-2)
Local $lGround = MemoryRead($lAgent + 0x7C, 'long')
MsgBox(0, "Ground-Level", "Ground-Level = " & $lGround) - Pulling charrs backward when picking a group
- Not based on hard-coded coord --> use charr target array and player's position to decide to make ComputeDistance rise
- PullMobs() function to add in Killmob/FarmRoute or somthing
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seen this and gained hope then realized its been 5months since this post and no update posted
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08/27/2024, 03:01
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#269
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elite*gold: 0
Join Date: Aug 2024
Posts: 5
Received Thanks: 2
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This forum post was a wonderful read and seems like such a passion project. It is sad to see that version 2.5 was so far along in development but ultimately couldn't be distributed here but it is completely understandable. I just want to say that this project is still much appreciated even in 2024 and that I hope future projects are going well.
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08/27/2024, 20:45
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#270
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elite*gold: 0
Join Date: Aug 2024
Posts: 115
Received Thanks: 13
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just found this post and cant get the script to launch? is it still functioning?
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