Sir R. M8gic1an
2010-09-05 10:12:02
I think this has been reported before and supposedly fixed. I'm testing out VE Mine, and the rock just gets repeatedly clicked.
~RM
~RM
2010-09-05 10:12:02
2010-09-05 13:22:38
2010-09-05 14:13:39
2010-09-05 19:48:57
2010-09-06 01:34:34
2010-09-06 02:00:44
From: Sir R. Magician
No, not spam indeed. It just loses track of the rock very easily and so clicks it every 2-3 seconds.
~RM
2010-09-06 02:08:12
2010-09-06 02:12:26
From: Sir R. Magician
Well I'm approaching things slowly. I've update the copper TItem and added SmartDebugging so I could better see what's going on. Better debugging of mining.simba will also be helpful & needed.
~RM
2010-09-06 02:32:25
RockColorCount := Length(Arr);
if (Length(Arr) < Round(RockColorCount * 0.50)) then
Break;
2010-09-06 02:45:50
t := (GetSystemTime + 60000);
until((t > GetSystemTime)
2010-09-06 03:10:27
From: Sir R. Magician
e: Working much better now, seems to be fixed :)
I'll have a smoke, let it run for a bit and then commit my mining.simba
~RM
2010-09-06 04:03:18


2010-09-06 07:25:07
From: Sir R. Magician
Ok, so I've been playing around with TrackObject and WaitWhileMining, and i've got it down to this:
~RM
2010-09-06 07:33:41
2010-09-06 11:04:34
From: Sir R. Magician
I think I found it..
RockColorCount := Length(Arr);
if (Length(Arr) < Round(RockColorCount * 0.50)) then
Break;
It'll always be true and therefore always break. What was the original intention for this?
From: Sir R. Magician
I've modified WaitWhileMining for the color counting to work properly. However the system is currently ineffective. I'll see what I can do.
e: I kinda Loled when I saw this; I thought I'd post it so we can all be aware of where some of our issues may be coming from.
This is WaitWhileMining's search box.![]()
From: Sir R. Magician
Nope, I just have it re-click the rock.
But we might be able to work something out with math, what do you think?
Just get the general direction of the object and look for it there?
There's also another solution.. 'RecaptureObject'.. which basically waits for it to finish moving and then checks the surroundings for the closest object
e: depends on how fast your char moves, for rocks at a distance
~RM