Posts: 67
Threads: 17
Joined: Aug 2014
^^ yup Cichard hit it on the head. Just let the bot mount up and run. You take away that risk and you look more like a normal player just mounting up after a node or using the aetheryts.
Only time I have open world teleported was a few times when I had 8 bots running and getting them all to walking sands. I just moved the leader right outside of walking sands and let the others port to him when i enabled it.
Other than that I look at it more of a dungeon/instance feature.
Nothing is cooler than using it in dungeons and getting to see different angles and how the actually map was constructed.
Posts: 5
Threads: 1
Joined: Jul 2015
07-17-2015, 04:50 PM
(This post was last modified: 07-17-2015, 04:50 PM by wickedj.)
(01-15-2015, 07:01 PM)zerovisual Wrote: ^^ yup Cichard hit it on the head. Just let the bot mount up and run. You take away that risk and you look more like a normal player just mounting up after a node or using the aetheryts.
Only time I have open world teleported was a few times when I had 8 bots running and getting them all to walking sands. I just moved the leader right outside of walking sands and let the others port to him when i enabled it.
Other than that I look at it more of a dungeon/instance feature.
Nothing is cooler than using it in dungeons and getting to see different angles and how the actually map was constructed.
that's not cool the coolest thing is when you tele to the catkiller fishing spot and fish one up the first time (they are 650k a piece HQ right now)
Posts: 62
Threads: 7
Joined: Nov 2014
07-17-2015, 05:47 PM
(This post was last modified: 07-17-2015, 05:49 PM by drewlt.)
I override a few functions - this is one of them for teleporting...
Just throw in a new addin
module.def
Code:
[Module]
Name=MyMods
Version=1
Files=MyMods.lua
Enabled=1
Dependencies=FFXIVMINION -- optional parameter, to include functions from other LUA modules, FFXIVMinion uses minionlib for example
MyMods.lua
Code:
mymods = {}
-- Initializing function
function mymods.ModuleInit()
-- Function overrides
ShouldTeleport = mymods.ShouldTeleport
end
function mymods.ShouldTeleport(pos)
if (IsPositionLocked() or IsLoading() or ControlVisible("SelectString") or ControlVisible("SelectIconString") or IsShopWindowOpen()) then
return false
end
if (ml_task_hub:CurrentTask().noTeleport) then
return false
end
if (gTeleport == "0") then
return false
else
if (gParanoid == "0") then
return true
else
-- local players = EntityList("type=1,maxdistance=50")
local players = EntityList("type=1")
local nearbyPlayers = TableSize(players)
if nearbyPlayers > 0 then
return false
end
return true
end
end
end
-- Registering the Events
RegisterEventHandler("Module.Initalize",mymods.ModuleInit) -- the initialization function, gets called only once at startup of the game