Soldtodie Posted July 11, 2013 Share Posted July 11, 2013 (edited) @Laz i wrote this before you edited the post. Edited July 11, 2013 by Soldtodie Link to comment
savior Posted July 11, 2013 Share Posted July 11, 2013 thanks for the quick updates... almost died to evil chicken today if it werent for ring of life Link to comment
XavierM Posted July 11, 2013 Share Posted July 11, 2013 Did you fix the interact derping introduced in .18? Banking looks really bad and minimap clicking wastes a shit load of time adjusting mouse position. Also last time I checked we can't still disable the script default mouse painting. Link to comment
Administrator Maldesto Posted July 11, 2013 Administrator Share Posted July 11, 2013 Great update Laz Link to comment
BotRS123 Posted July 11, 2013 Share Posted July 11, 2013 Glad to see the randoms fixed and the ability to disable them now. I hope the run away from combat works, but for now, I will keep mines implemented in my script, hope that doesn't mess things up. Link to comment
Smart Posted July 11, 2013 Share Posted July 11, 2013 Great job guys, quick updates and amazing ones at that. Keep up the good work your time is for sure appreciated ^_^ Link to comment
Cheef Posted July 11, 2013 Share Posted July 11, 2013 Can't even use kMiner at the Tzhaar mine because it keeps clicking on a freaking Tzhaar thinking its a frog or something... Link to comment
Blue Herbs Posted July 11, 2013 Share Posted July 11, 2013 Sweet! Im very excited about the new randoms tab. Link to comment
W8621 Posted July 12, 2013 Share Posted July 12, 2013 Thnks! Still have 7.18 up but just training manually. will update! Link to comment
Divine Posted July 12, 2013 Share Posted July 12, 2013 I don't like the Run From Combat, because most scripts have that built-in, so now if it's in combat it'll run the fuck away from where it should be, and then the script will stop cuz it's too far away. Link to comment
Laz Posted July 12, 2013 Author Share Posted July 12, 2013 I don't like the Run From Combat, because most scripts have that built-in, so now if it's in combat it'll run the fuck away from where it should be, and then the script will stop cuz it's too far away. Then turn it off. Scripts can still use the RandomManagerHooks to handle the random differently. Btw, the built-in handler automatically walks back anyways. Link to comment