you sure about that? I was using the old concealment rotation before it was put in Joes 2.0 so I know that's not right It definitely didn't try to get behind the mob though (the old rotation), because I always use healer companion. The death bug being what it is, I like the consistency of the survival, even if it grinds slightly slower. If you're content with it, that's fine. I have a backup of the concealment rotation I provided on my computer, it's not a terrible hassle to replace. I was just curious as to why it got changed.
Did you guys change something in the way looting slicing and chests were handled? The bot has been doing something weird ever since I updated, and it'll get stuck looting corpses, or searching for lootables... The weird part is while it's stuck, and crashed like this, it'll spin in a semi- circle on a 90 degree angle (kind of hard to explain, but it looks really unnatural). Not only that, but I have to completely restart the bot to fix it.... As of right now, for me, this routine isn't terribly usable... I either disable picking up slicing nodes or I get these crashes. It can cause the game to crash sometimes too... On a final note... I can share my logs if you want, but I looked at them and it wasn't terribly helpful.... it doesn't say anything at all, or indicate anything it out of the ordinary. *edit* Here's the end of the log: Code: [02:45:35.160 N] Initiating Combat with Gran Challenger InGroup: False [02:45:35.944 N] RS: 089.8 THP: 85.38 Casting Grav Round [02:45:38.122 N] RS: 100.0 THP: 79.81 Casting Grav Round [02:45:39.912 N] RS: 089.1 THP: 69.86 Casting Tech Override [02:45:41.048 N] RS: 084.0 THP: 47.57 Casting High Impact Bolt [02:45:43.098 N] RS: 084.1 THP: 27.32 Casting Full Auto [02:45:47.677 N] Scanning for lootables... [02:45:47.776 N] Loot: Moving to Gran Challenger Distance: 2.370949 Position: <-138.3132, 30.79296, 153.6698> [02:49:14.675 D] Start/Stop Button Clicked! [02:49:14.675 D] BotMain.Stop() called [02:49:14.675 N] Stopping the bot. [02:49:14.775 D] Sleeping while waiting on execution state to be available for BotMain.Stop() [02:49:16.775 D] We slept way too long waiting for the bot thread to give control back. Aborting thread. Client may crash! [02:49:16.790 V] [Poi.Clear] Reason: Bot Stopped [02:49:16.808 D] Bot Thread Aborted Thread was being aborted. [02:52:37.826 D] Start/Stop Button Clicked! [02:52:37.826 D] BotMain.Start() called [02:52:37.826 D] Forcing profile reload. -- Temporary fix for behavior cache issues during start/stop. [02:52:38.144 D] [Trace] Element Grind is not supported yet! [02:52:38.144 N] Current bot set to Grind Bot [02:52:38.148 N] Loaded profile [R] Belsavis Rattaki Grinder [02:52:38.148 D] Starting bot Grind Bot [02:52:38.148 D] Added new hook [RepopCorpse] cbebe79f-4c7b-44c6-985e-0090d790a042 [02:52:38.148 D] Added new hook [RoutineCombat] f9764ced-a333-45a2-baec-e5d0a9d0fa2f [02:52:38.148 D] Added new hook [HotspotPoi] 0438164d-5313-4dc6-af1b-8723663bd0bb [02:52:38.148 D] Added new hook [SellVendorPoi] fe811b12-4366-4285-b0e3-cf51a3495419 [02:52:38.148 D] Added new hook [SetLootPoi] 02693adf-6238-4634-9841-e9452a3bd4a6 [02:52:38.148 D] Added new hook [SetCombatPoi] b130ba42-039f-4a2e-bd24-0b30c780d877 [02:52:38.148 D] Added new hook [SetVendorPoi] 1ffa3234-b603-485c-88c3-01ec001cf473 [02:52:38.148 D] Added new hook [SetHotspotPoi] dd887cf3-dd2f-4093-a24f-e994b7706662 [02:52:38.148 D] Added new hook [SelectPoiType] cd0545a1-20af-4642-808c-1f3437d6284b [02:52:38.148 D] Spooling up bot thread. [02:52:38.150 D] Bot thread started. [02:52:41.509 N] SW:TOR Process exited. Uh oh... Oh yeah, and SWTOR crashes sometimes when I hit stop. *edit* on second thought I'll probably still using this routine... It is way faster between actions and mounting is nice. I guess I'll just have to disable lootables.
Oh, weird The one I have is way simpler, and doesn't try anything fancy like running to get behind etc. Uhh, here's what I use: Code: public static void ConcealmentCombat() { WaitForCast(); datLCL = DateTime.Now; Thread.Sleep(100); LoadVars(); if (!TargetInCombat()) return; MercBuffSelf("Coordination", true); MoveTo(CT, 2.8f); if (!IG && BuddyTor.Me.IsMoving) StopMoving(); if (CT == null && Me.CurrentTarget != null) CT = Me.CurrentTarget; if (CT == null) { Logging.Write("No target. Exiting."); return; } if (CT == Comp) { BuddyTor.Me.ClearTarget(); return; } if (!CT.InCombat && CT.HealthPercent > .2f) { MercCast("Stealth"); while (CT.Distance > .15f) MoveTo(CT, .15f); MercCast("Acid Blade"); MercCast("Hidden Strike"); MercCast("Backstab"); } if (MercCast("Kolto Injection", Me, HP <= 30)) return; if (MercCast("Kolto Infusion", Me, HP <= 40)) return; if (HP <= 30) UseMedPackInInventory(); if (MercCast("Stim Boost", Me, HP <= 70)) return; if (MercCast("Evasion", Me, HP <= 70)) return; if (MedicineCheckCompHealth()) return; if (MercCast("Escape", Me.IsStunned)) return; if (MercCast("Shield Probe", Me, !MyBuffs.Contains("Shield Probe"))) return; if (HP <= 30) UseMedPackInInventory(); if (MercCast("Corrosive Dart", StrongOrGreater(CT) && !CTDebuffs.Contains("Poisoned (Tech)"))) return; if (MercCast("Adrenaline Probe", EP <= 20)) return; while (CT.Distance > .50f) MoveTo(CT, .50f); MercCast("Shiv"); MercCast("Laceration", MyBuffs.Contains("Tactical Advantage")); MercCast("Eviscerate"); if (MercCast("Fragmentation Grenade", !StrongOrGreater(CT))) return; if (MercCast("Distraction", (IG && HP <= 50) || (StrongOrGreater(CT) && TC))) return; if (MercCast("Flash Bang", TD <= .50f)) return; if (MercCast("Debilitate", StrongOrGreater(CT))) return; if (MercCast("Headshot")) return; if (MercCast("Rifle Shot")) return; }
The node scanning for slicing and chests has had issues in since update before last from what I can tell. I keep it disabled. I may look into it and test it tomorrow. Generally anything in Joes that JNP or Walter hasn't addressed or touched should be considered unusable.
We changed how targeting works and harvesting so that it will not lag up on dead bodies that you can't harvest. It is not using the default buddywing like joes 2.0 was. Lots of other issues were fixed from the base of joes. Since we didn't use much of joes 2.0 since lots of it was too wrong and had to rework how things were set up.
Not the actual code no. We may have changed how its called. I updated the SVN with a file tagged for you MercHelpersJESTTEST or something. Let me know if that fixes your issues.
I did some extensive testing today and merged the changes into the merchelper in test build. So no need to grab special file. Let me know how it works for you. 1 thing I have noticed is from time to time my guy will stop and loot and it will not automatically loot. It just keeps the loot screen up. Now BW just tells it to loot. SWTOR tells it to automatically loot. So the issue is in SWTOR - not sure of a work around yet. Also, not sure I want to report it to SWTOR as a bug even if it clearly is
I've noticed that happens from time to time when I'm actually playing. I think it happens if you double right click the body (but I can't test to confirm) when you're looting. Is the bot sending the loot command twice, maybe?
Currently testing the new version. Don't know if you updated the routines or not, but the problems I noted with gunnery still exist. The biggest problem is that it still interrupts it's full auto cast, which is a HUGE drop in DPS. As far as lootables and gathering goes: Now the bot is completely ignoring lootables, even though the function is supposed to be turned on.
So I know what to look for: 1) not sure about auto cast but i'll take a look at it. don't have a commando to test with though. 2) It is not attempting to loot mobs? 3) You are using the newest test build? rev 112?
Sorry, by lootables I meant what we were addressing before (chests and slicing nodes) I'm using the most up to date test build.