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  • Fight at Joe's - 2.0

    Discussion in 'Buddy Wing Forum' started by adude, Apr 29, 2013.

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    1. Kaptainkook

      Kaptainkook Member

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      just delete your scoundrels folder...if your a Scoun..then ohh no
       
    2. Phay

      Phay New Member

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      It was the Gunslinger folder causing issues. Works when deleted, but... awwwwww I love my gunslinger xD
       
    3. walter

      walter Active Member

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      Hey adude please send me PM so we can start new thread with SVN! All set up and ready to go! I just got home about 10 mins ago!
       
    4. adude

      adude New Member

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      ok i just got home i will work on setting it up now
       
    5. adude

      adude New Member

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      I have to reinstall my IDE so it will take me 30-40 min to fix this error

      PHP:
      Compiler Errorc:\Users\Delroy\Desktop\BW\Routines\DefaultCombat\Routines\Advanced\Gunslinger\Saboteur.cs(14,25) : error CS0101The namespace 'DefaultCombat.Routines' already contains a definition for 'Gunslinger'
      Compiler Errorc:\Users\Delroy\Desktop\BW\Routines\DefaultCombat\Routines\Advanced\Gunslinger\Sharpshooter.cs(14,25) : error CS0101The namespace 'DefaultCombat.Routines' already contains a definition for 'Gunslinger'
      Unhandled exception during initSystem.InvalidOperationExceptionNo routines were loadedPlease ensure there is a routine for your class before starting the bot.
         
      at Buddy.CommonBot.BotMain.SetCurrentCombatRoutine()
         
      at Buddywing.MainWindow.DoInitialization()
      Buddy WingThe Old Robot is ready!
       
    6. walter

      walter Active Member

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      Here adude is the https://subversion.assembla.com/svn/cant-fight-adude-2-0-combat/ If you need any help just ask me and you should be able to edit everything. I think you will like the new name this routine you have invested some time in now :p! I updated it with latest item you uploaded. Please start to use SVN so we all can just right click our folders for auto update! Will make it easier for when you and I start to share more of our work!
       
    7. adude

      adude New Member

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      sweet i will do that then also i an now installing Visual Studios express so i hope it gets done soon so i can fix the bugs

      actually i don't think that use works


      PS for now Download the ZIP file in the first post... i am trying to update the SVN files
       
      Last edited: May 7, 2013
    8. adude

      adude New Member

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      all bug/errors fixed please start to test now.. i will try to get SVN to take my updates


      PS for now Download the ZIP file in the first post... i am trying to update the SVN files
       
      Last edited: May 7, 2013
    9. walter

      walter Active Member

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      I updated the svn with his current files. This will all be worked out shortly!
       
    10. adude

      adude New Member

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      DUDE!!! NOOO WAYYYYYY...... MY ASSSASSIN IS L33T!!!! WHO CODED THIS ROUTINE!!!!!:eek:
       
    11. adude

      adude New Member

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      is there away to check what lvl you are with BW API?
       
    12. Jests

      Jests New Member

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      Gunnery hasn't been updated huh?

      I'll recompile a list of issues but you should look at my last post for changes you should make. Or would you prefer I just send you the routine through PM?
       
    13. amill411

      amill411 New Member

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      Tried the Mercenary Arsenal routine, still just walking up to mobs, not sure if you touched on this or not, thanks mate
       
    14. aquintus

      aquintus Member

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      i mirrored operative lethality and concealment to scoundrel scrapper and dirty fighting and replaced the current "half medic half scrapper" rota.

      rest is svn from today:
       

      Attached Files:

    15. adude

      adude New Member

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      this is awesome i will add this once i get home...

      I am also added/redoing Arsenal, Bodyguard and , Pyrotech for Bounty Hinter once i get home
       
    16. amill411

      amill411 New Member

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      Awesome, looking forward to testing these three
       
    17. adude

      adude New Member

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      ok what do you guys thing about this for BH? i think its pretty solid


      Arsenal
      PHP:
      using System;
      using System.Linq;
      using Buddy.BehaviorTree;
      using Buddy.Common;
      using Buddy.CommonBot;
      using Buddy.Swtor;
      using DefaultCombat.Dynamics;
      using Action Buddy.BehaviorTree.Action;

      namespace 
      DefaultCombat.Routines
      {
          
      // Darkness Assassin v1.0 - Cystacae/Edited by Neo93
          // Known Bugs:  Can't get behind on pull, Also same as Madness Assassin that randomly Force Lightning may interfere.  I only say may because I have yet to see it but Madness code is relatively the same.
          
      public static class BountyHunterArsenal
          
      {
              public static 
      bool Burn false;
              [
      Behavior(BehaviorType.Pull)]
              [Class(
      CharacterClass.TrooperAdvancedClass.BountyHunterSkillTreeId.BountyHunterArsenal)]
              public static 
      Composite BountyHunterArsenalPull()
              {
                  return 
      BountyHunterArsenalCombat();
              }

              [
      Behavior(BehaviorType.Combat)]
              [Class(
      CharacterClass.TrooperAdvancedClass.BountyHunterSkillTreeId.BountyHunterArsenal)]
              public static 
      Composite BountyHunterArsenalCombat()
              {
                  return new 
      PrioritySelector(
                      
      Spell.WaitForCast(),
                      
      Movement.StopInRange(2.8f),

                      
      //***Generel***
                      
      Spell.Cast("Determination"ret => BuddyTor.Me.IsStunned),

                      
      //**Defensive**
                      
      Spell.Cast("Energy Shield"ret => BuddyTor.Me.InCombat && BuddyTor.Me.HealthPercent <= 40),
                      
      Spell.Cast("Kolto Overload"ret => BuddyTor.Me.InCombat && BuddyTor.Me.HealthPercent <= 40),

                      
      //**CC**
                      
      Spell.Cast("Concussive Round"on => Helpers.ccTarget(), castWhen => Helpers.Targets.Count() >= 4),

                      
      //*Interrupts*
                      //Spell.Cast("Disabling Shot", ret => BuddyTor.Me.CurrentTarget.IsCasting),


                      //Rotation
                      
      Spell.Cast("Rail Shot"ret => true),
                      
      Spell.Cast("Tracer Missile"castWhen => BuddyTor.Me.CurrentTarget.HealthPercent >= 75),
                      
      Spell.Cast("Heatseeker Missiles"),
                      
      Spell.Cast("Electro Net"),
                      
      Spell.Cast("Fusion Missile"),
                      
      Spell.Cast("Vent Heat"castWhen => BuddyTor.Me.ResourceStat >= 40),
                      
      Spell.Cast("Unload"ret => BuddyTor.Me.HasBuff("Barrage")),
                      
      Spell.Cast("Unload"castWhen => !AbilityManager.HasAbility("Barrage")),
                      
      Spell.Cast("Explosive Dart"castWhen => Helpers.Targets.Count() >= 2),
                      
      Spell.Cast("Unload"),
                      
      Spell.Cast("Rocket Punch"castWhen => Helpers.Targets.Count(=> t.Distance <= 2) >= 1),
                      
      Spell.Cast("Missile Blast"castWhen => BuddyTor.Me.CurrentTarget.HealthPercent >= 75),
                      
      Spell.Cast("Flame Thrower"castWhen => Helpers.Targets.Count(=> t.Distance <= 2) >= 1),
                      
      Spell.Cast("Rapid Shots"),

                      
      //Movement
                      
      Movement.MoveTo(ret => BuddyTor.Me.CurrentTarget.Position2.8f)
                      );
              }

              [
      Behavior(BehaviorType.OutOfCombat)]
              [Class(
      CharacterClass.TrooperAdvancedClass.BountyHunterSkillTreeId.BountyHunterArsenal)]
              public static 
      Composite BountyHunterArsenalOutOfCombat()
              {
                  return new 
      PrioritySelector(
                      
      Spell.BuffSelf("Plasma Cell")//Weapon Buff
                      
      );
              }
          }
      }



      Pyrotech

      PHP:
      using System;
      using System.Linq;
      using Buddy.BehaviorTree;
      using Buddy.Common;
      using Buddy.CommonBot;
      using Buddy.Swtor;
      using DefaultCombat.Dynamics;
      using Action Buddy.BehaviorTree.Action;

      namespace 
      DefaultCombat.Routines
      {
          
      // Darkness Assassin v1.0 - Cystacae/Edited by Neo93
          // Known Bugs:  Can't get behind on pull, Also same as Madness Assassin that randomly Force Lightning may interfere.  I only say may because I have yet to see it but Madness code is relatively the same.
          
      public static class BountyHunterPyrotech
          
      {
              public static 
      bool Burn false;
              [
      Behavior(BehaviorType.Pull)]
              [Class(
      CharacterClass.TrooperAdvancedClass.BountyHunterSkillTreeId.BountyHunterPyrotech)]
              public static 
      Composite BountyHunterPyrotechPull()
              {
                  return 
      BountyHunterPyrotechCombat();
              }

              [
      Behavior(BehaviorType.Combat)]
              [Class(
      CharacterClass.TrooperAdvancedClass.BountyHunterSkillTreeId.BountyHunterPyrotech)]
              public static 
      Composite BountyHunterPyrotechCombat()
              {
                  return new 
      PrioritySelector(
                      
      Spell.WaitForCast(),
                      
      Movement.StopInRange(2.8f),

                      
      //***Generel***
                      
      Spell.Cast("Determination"ret => BuddyTor.Me.IsStunned),

                      
      //**Defensive**
                      
      Spell.Cast("Energy Shield"ret => BuddyTor.Me.InCombat && BuddyTor.Me.HealthPercent <= 40),
                      
      Spell.Cast("Kolto Overload"ret => BuddyTor.Me.InCombat && BuddyTor.Me.HealthPercent <= 40),

                      
      //**CC**
                      
      Spell.Cast("Concussive Round"on => Helpers.ccTarget(), castWhen => Helpers.Targets.Count() >= 4),

                      
      //*Interrupts*
                      //Spell.Cast("Disabling Shot", ret => BuddyTor.Me.CurrentTarget.IsCasting),


                      //Rotation
                      
      Spell.Cast("Missile Blast"castWhen => BuddyTor.Me.CurrentTarget.HealthPercent <= 95 && !AbilityManager.HasAbility("Incendiary Missile")),
                      
      Spell.Cast("Incendiary Missile"castWhen => BuddyTor.Me.CurrentTarget.HealthPercent <= 95),
                      
      Spell.Cast("Rail Shot"ret => true),
                      
      Spell.Cast("Thermal Detonator"),
                      
      Spell.Cast("Unload"),
                      
      Spell.Cast("Power Shot"),
                      
      Spell.Cast("Fusion Missile"),
                      
      Spell.Cast("Vent Heat"castWhen => BuddyTor.Me.ResourceStat >= 40),
                      
      Spell.Cast("Explosive Dart"castWhen => Helpers.Targets.Count() >= 2),
                      
      Spell.Cast("Unload"),
                      
      Spell.Cast("Rocket Punch"castWhen => Helpers.Targets.Count(=> t.Distance <= 2) >= 1),
                      
      Spell.Cast("Flame Thrower"castWhen => Helpers.Targets.Count(=> t.Distance <= 2) >= 1),
                      
      Spell.Cast("Rapid Shots"),

                      
      //Movement
                      
      Movement.MoveTo(ret => BuddyTor.Me.CurrentTarget.Position2.8f)
                      );
              }

              [
      Behavior(BehaviorType.OutOfCombat)]
              [Class(
      CharacterClass.TrooperAdvancedClass.BountyHunterSkillTreeId.BountyHunterPyrotech)]
              public static 
      Composite BountyHunterPyrotechOutOfCombat()
              {
                  return new 
      PrioritySelector(
                      
      Spell.BuffSelf("Plasma Cell")//Weapon Buff
                      
      );
              }
          }
      }
       
      Last edited: May 8, 2013
    18. walter

      walter Active Member

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      Adjust kolto overload to 30% health since it doesn't work till you are below that amount. If the ability is hit it will sit on cool down waiting for you to go below 30% health before activation. ( I would change my self but I am not near my computer but out enjoying the nice weather! )
       
    19. adude

      adude New Member

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      MercenaryPyrotech is not being identified by BW so i guess its not in the BW API so Pyrotech is a no go right now. but Arsenal is good to go

      05/08/302013 -- Added Arsenal rotations with Procs
       
      Last edited: May 8, 2013
    20. adude

      adude New Member

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      What is the Syntex to use an world object i want the routines to use the explosive barrels in the world.. like the smoke one or exploding red one.
       
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