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  • ExilebuddyBeta #887 Feedback and Discussion

    Discussion in 'Archives' started by pushedx, Aug 31, 2014.

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    1. Matejko

      Matejko Member

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      thanks, I added zombie and it isn't so badly, sometimes dies, but exp grows
       
    2. tozededao

      tozededao Community Developer

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      City of Sarn is not a town...
       
    3. doomnezau

      doomnezau Member

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      1. bot don't start in town.
      2. on dc no reconnect. just stuck in a cycle of on and off
      3. on death gets crazy
      4. on town not supported so back to 1
      5. strongboxes ignored.
      6. bot won't stop until full clearance. this is a high dection factor of ggg (clearing maps 100%), so i think a road from point a to b for example ship graveyard -> prisoner gate -> next area forgot the name bot goes straight to them and kill mobs only in that raidus and doesn't crawl all the map. and shall be a random chance to tp to town, use wp, change area via other areas or disconnect so it won't act fixed, but random. same as town run. when inventory is 60% full there is a 50% to go and empty if not, ext run or when is full, so after every run he checks the inventory % space. i consider this a high detection from ggg.
      7. ignores waypoints on explore. not even touching them.
      8. small but must. (mud flats after collecting the 3 glyps touch the wall and go to the next area)
       
      Last edited: Aug 31, 2014
    4. naut

      naut Community Developer

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      I am having the same issue, however to help you narrow down the problem, "stutter stepping" isn't the right way to put it.

      The problem is if you have the bot set to not stand still and cast in one place, when trying to calculate which mob it should move to and attack next it is sometimes a very lagged response, to the point the character will sit still without doing anything long enough to die when surrounded by mobs. I feel the moveto calculation is competing with the bot attacking when it pulses.

      Perhaps use an "if" statement similar to what can be done with DB and HB so that before initiatiing movement the bot checks for any mobs within 10 yards and if so regardless of anything they become the priority target. As of now if there is a unique mob, he will focus on that and die if it can't be killed.
       
      Last edited: Aug 31, 2014
    5. darkbluefirefly

      darkbluefirefly Community Developer

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      VMware or non VM.
       
    6. darkbluefirefly

      darkbluefirefly Community Developer

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      You clearly did not read the release or change logs. Please read it before posting.
       
    7. pushedx

      pushedx Moderator Moderator Buddy Core Dev

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      I'll need to know your CR setup skills wise. A video would also be greatly helpful as well (with F1 debugging on), but I can try to replicate the skills and settings you have instead. I also need to check your log for any exceptions, as those would certainly cause the CR to lag severely.

      It's very possible the CR is actually doing what it is supposed to, but the client is not actually using the skills. From a calculation standpoint, I don't think the CR should be taking so long to do what it currently does that you don't notice other issues as well. That can be worked out with a simpler CR and a new stock character, so I can setup that test case later.

      One thing you can do, is press ALT + SHIFT + X inside the client when it has focus to trigger bot cursor debugging. While the client has focus, press the same hotkey again to disable it.

      What you are looking for, would be the ability to freely move the cursor while the issue you are talking about is happening. If you're able to, then something is wrong in the CR, as no input actions are being performed, but I'm not sure what yet, because I've not seen that issue when testing yet on my ranger.

      If you can't however, and the cursor is actually being moved around and stuff, the CR is doing what it's supposed to, but there's another issue.
       
    8. kuskner

      kuskner Member

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      We need an ability to destroy crates, barrels and so on
       
    9. pushedx

      pushedx Moderator Moderator Buddy Core Dev

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      Yeap, being able to customize chests to open will make its way back in. A lot of other QoL things we've had will be worked in after the big stuff is taken care of short term.
       
    10. Jaculus

      Jaculus New Member

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      Couple of time my bot stuck after move by transition place. For example To farm Fellshrine Runins i put my bot at Crypt lv1 at entrance. He moving by transition place then stuck.
      [AutoFlask] Start
      [ExampleRoutine] Start
      [GridExplorer] Now segmenting the current area.
      [GridExplorer] Area segmentation complete 00:00:00.4421790.
      [ExploreTask] Now exploring to the location {920, 276} (139) [3.09633 %].
      Adding location ["Waypoint"][25666] = {1046, 241} for area [0x43EB57DA]
      Adding location ["The Fellshrine Ruins"][1181] = {1096, 276} for area [0x43EB57DA]
      [ResetAnchorPoint] Setting AnchorPoint to {1026, 278} for 1139496922.
      [ResetAnchorPoint] Setting CurrentAnchorPoint to {1026, 278} for 1139496922.
      [TravelToGrindZoneTask] Now attempting to highlight the area transition 1181.
      [TravelToGrindZoneTask] Now attempting to interact with the area transition.
      [WaitForInstanceManager] We have been waiting 00:00:00.0000160 for the instance manager to open.
      [WaitForInstanceManager] We have been waiting 00:00:00.1165953 for the instance manager to open.
      [WaitForInstanceManager] We have been waiting 00:00:00.2339109 for the instance manager to open.
      [WaitForInstanceManager] We have been waiting 00:00:33.3990173 for the instance manager to open.
       
    11. tozededao

      tozededao Community Developer

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      I'm trying to edit Example Routine so I can use totems, so far I've been able to remove the ability check so now it only casts totems. Pushedx, you probably can do more in 1 minute of coding than me in 1 hour since I have no idea how to write a CC.

      What I am looking for is:

      Code:
      // Handle totem logic.
      // If the monster that we want to target aka bestTarget, has less than two totems within a certain range or without LOS from the totems, cast a new totem ( if we are dual totem instead of checking for no totems we would check for totemcount <2 near bestTarget)
      // To do this we probably need a function that returns how many totems are near the best target (in order to attack that target) also LOS check. 
      // Another "issue" is where to cast the totems. I'm trying Shockwave Totems which are insanely powerful on 1.2 and I want to make the target or targets are between my two totems
      
      Default code seems to run to melee range then drop a totem
       
    12. pushedx

      pushedx Moderator Moderator Buddy Core Dev

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      Let me spec one of my chars into dual totem, and I'll give this a go tonight for a new more simple CR implementation. :)

      I'd not modify ExampleRoutine, because as you try to add more specialized logic, you need more options, which the complexity grows to an unmanageable degree.
       
    13. tozededao

      tozededao Community Developer

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      Yeah, I was trying to make Ben's Totem CR to work but it seems a lot has changed and I'll take a look with Visual Studio later on my desktop since I was using Notepad++

      Thanks for the the feedback and the release, can't wait for the totem support :)
       
      Last edited: Sep 1, 2014
    14. WhereIsMyMind

      WhereIsMyMind Member

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      Derp feedback in wrong thread.

      Pushedx, can you lock these older versions?

      WIMM
       
      Last edited: Sep 2, 2014
    15. pushedx

      pushedx Moderator Moderator Buddy Core Dev

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      I meant to close it, but I replied to tozededao and forgot. :D
       
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