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Topic:
Virindi Tank plugin now available: a combat macro designed for ACM players
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Date Posted:
1/1/00 12:22am
Subject:
Virindi Tank plugin now available: a combat macro designed for ACM players
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DP
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Virindi
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****Virindi Plugins FAQ**** http://www.virindi.net/wiki/index.php/Virindi_Plugins_FAQ
http://www.virindi.net - Virindi Tank, Follower, Integrator, Reporter, VCS5, XPHelper, Item Tool, HUDs, etc...
Decal Core Dev - http://www.decaldev.com
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Date Posted:
1/1/00 12:22am
Subject:
Virindi Tank plugin now available: a combat macro designed for ACM players
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ok the issue with my guy getting stuck in peace mode and not being able to cast portal recall fixed itself, which was nice.
i would still like to see an option for which corrosion spell to cast based on number of baddies around me. also some kind of way for it to detect that the spell has missed or not hit or mislaunches so it will move over to another spell. i have gotten stuck a few times in all 3 of these cases.
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EvilKronik quester in AC!
I am Jack's... complete lack of surprise.
A lie is only a lie if you know the truth!
Kronik Dead Head Xbow in progress
"Bring me some Stout already, meat puppet!"
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Gones_Mage
Posts: 448
Registered: 2004-7-8 07:11:11
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Date Posted:
1/1/00 12:22am
Subject:
Virindi Tank plugin now available: a combat macro designed for ACM players
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VI Disconnected? Something down and not updating?
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Gones
Clan Takada
30x275!
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Fusia
Posts: 18
Registered: 2001-3-8 14:08:54
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Date Posted:
1/1/00 12:22am
Subject:
Virindi Tank plugin now available: a combat macro designed for ACM players
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Is the website down Virindi?
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Miami Dolphins 0-7
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Date Posted:
1/1/00 12:22am
Subject:
Virindi Tank plugin now available: a combat macro designed for ACM players
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im have problems with the virindi hud
i hate having two different plugin bars ingame, one for virindi and one for regural decal plugins.
i had read in a previous post that you can uncheck the Virindi View Service in decal and this works, BUT certain virindi plugins i use arnt showing up at all. these plugins are Virindi HUD and the VI2 Map. how come these do not show up in the decal bar? is there away to make everything show up in decal bar? if not is there a way to make everything appear in the virindi bar.
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Smother Another Failure
Mootilation aka Grant
PM if I win an auction
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Date Posted:
1/1/00 12:22am
Subject:
Virindi Tank plugin now available: a combat macro designed for ACM players
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supremacyofself posted:
these plugins are Virindi HUD and the VI2 Map. how come these do not show up in the decal bar?
Some features (such as the ones you mentioned) are only supported by VVS. Thus, they won't run if VVS is not enabled.
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Virindi
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****Virindi Plugins FAQ**** http://www.virindi.net/wiki/index.php/Virindi_Plugins_FAQ
http://www.virindi.net - Virindi Tank, Follower, Integrator, Reporter, VCS5, XPHelper, Item Tool, HUDs, etc...
Decal Core Dev - http://www.decaldev.com
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Date Posted:
1/1/00 12:22am
Subject:
Virindi Tank plugin now available: a combat macro designed for ACM players
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much <3 for the fast response
-----signature-----
Smother Another Failure
Mootilation aka Grant
PM if I win an auction
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Date Posted:
1/1/00 12:22am
Subject:
Virindi Tank plugin now available: a combat macro designed for ACM players
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First off I would like to say, you have made an awesome program, Virindi-Inquisitor, thank you for that.
Currently im facing a problem with vtank looting unknown scrolls. It is only picking up lvl 7 creature spell and not scrolls for item or life magic. Is there something I am doing wrong? How can I set my vtank to start looting lvl 7 item and life scrolls?
Thanks.
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Date Posted:
1/1/00 12:22am
Subject:
Virindi Tank plugin now available: a combat macro designed for ACM players
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your item/life is not up to a "minimum value" that vtank requires.
Raise your item/life magic some. When it is equal to or greater than the min level vtank requires, vtank will start looting them.
The exact #'s are on the vtank wiki.
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Date Posted:
1/1/00 12:22am
Subject:
Virindi Tank plugin now available: a combat macro designed for ACM players
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Virindi-Inquisitor posted:
joeblow8579 posted:
mav_sc posted:
Lower your combat range.
Also, for melees, it can help to uncheck autotarget in AC's options.
I've tried both with little difference. VTank still wants to burrow into a crowd and attack one of the monsters behind the closest couple. If I press the apostrophe key to target with VTank off, it almost always selects the closest monster properly.
"Properly"? If you want it to blindly select the closest monster, set targetselectmethod to by range. This, however, is a bad strategy in many situations: you can easily end up killing one thing, spinning 180 degrees and killing something else, then spinning 180 degrees again, etc. Thus, the default behavior chooses by minimum required turn amongst nearby targets and when things are further away switches to by range.
As a melee, you should have your attack range set to a distance at which you can actually attack the monster, then use approach to get close to anything else.
Is there a way to adjust the "bias" of VTank when it comes to angle versus range? What seems to happen (pretty much regardless of the settings I choose re: attack range) is that it biases more towards angle and chooses a monster a few more feet away behind a closer one that's only slightly to the side of how my character is pointing.
I have no problem switching to range only targetting, but it'd be nice to have some granularity about how much it chooses angle over rage and vice versa. Is that currently possible for VTank?
I will attempt to make a clear ASCI art depiction of what I'm talking about with the targeting.
Quote:
X A X X
X T X X
H C H
X M X
M = Me
C = My current target
X = Random baddies
T/A = The baddie VTank targets next
H = The baddie I think it'd be more logical to target next
Like I said, it seems that VTank prioritizes angle too much and tries to burrow through to T or even A if there's no monster at T. This causes much more of a delay than targetting either of the H locations, since it has to try to wiggle its way through to the target. That usually results in 3-6 full seconds of no attacking while my character tries to get through the mob. I hope that's clear.
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