• Visit Rebornbuddy
  • Visit Panda Profiles
  • Visit LLamamMagic
  • WingIt - All In One

    Discussion in 'Archives' started by Neo93, May 7, 2012.

    1. in2fun

      in2fun New Member

      Joined:
      Sep 23, 2010
      Messages:
      871
      Likes Received:
      8
      Trophy Points:
      0
      Lvl 50 Sorce Madness. Getting
      Code:
      [WingIt] CastOnGround failed to cast 'Death Field' (EffectResult: NotReady)
      Then just stands there doesn't fight or move.

      Updated from SVN. Changed to
      Code:
      [23:49:52.907 D] Object reference not set to an instance of an object.
      [23:49:52.907 D]    at WingIt.Routines.Mirrors.MirrorExtensions.HasMirrorBuff(TorCharacter torCharacter, String buffName)
         at WingIt.Routines.SorcererMadness_SageBalance.<SorcererMadness_SageBalance_Combat>b__e(Object ret)
         at WingIt.Routines.Mirrors.Mirror.<>c__DisplayClass12.<Cast>b__f(Object ctx)
      Logs attached. First then 2nd.

      Edit:
      Re-specced over to Lightning. Still stands there doesn't fight.
      Stood there as My companion killed mobs. Only cool down seen going was Recklessness. Not sure if waiting for it or what.
      Code:
      [00:05:33.751 V] [Poi.Clear] Reason: Targeted unit is dead, clearing Poi and carrying on!
      [00:05:33.844 D] Combat: Set POI to Kill.
      [00:05:33.844 D] [POI Set] Type: Kill
      [00:05:33.873 N] Killing Mandalorian Warrior with 82.34927% health at 0.41 meters
      [00:05:50.270 V] [Poi.Clear] Reason: Targeted unit is dead, clearing Poi and carrying on!
      [00:05:50.361 D] Combat: Set POI to Kill.
      [00:05:50.361 D] [POI Set] Type: Kill
      [00:05:50.387 N] Killing Mandalorian Battledroid with 52.40446% health at 10.82 meters
      [00:06:15.608 N] Casting Force Speed
      [00:06:16.007 V] [Poi.Clear] Reason: Targeted unit is dead, clearing Poi and carrying on!
      Edit:
      It wont start the fight. If I click a spell, it will take over and finish.
       

      Attached Files:

      Last edited: Jul 18, 2012
    2. chinajade

      chinajade Well-Known Member Moderator Buddy Core Dev

      Joined:
      Jul 20, 2010
      Messages:
      17,540
      Likes Received:
      172
      Trophy Points:
      63
      Thank you for this In2fun, the logs help a ton.

      WingIt SVN changeset #631 repairs the Madness_Balance-spec problem.

      I'm still analyzing log #1 (Lightning spec) for a problem, but haven't found anything yet.

      Please keep the problems coming.

      cheers,
      chinajade
       
    3. in2fun

      in2fun New Member

      Joined:
      Sep 23, 2010
      Messages:
      871
      Likes Received:
      8
      Trophy Points:
      0
      Ya I didnt see anything either. Just stood there while companion killed.
       
    4. Jimgnarkill

      Jimgnarkill New Member

      Joined:
      Jul 18, 2012
      Messages:
      27
      Likes Received:
      0
      Trophy Points:
      0
      Crouching working slightly better now, still wont attack most of the time and instead hops backwards, im using: Mirror.Cast("Rifle Shot", ret => MyTarget.HealthPercent >= 99), right now to start combat works pretty good
       
    5. in2fun

      in2fun New Member

      Joined:
      Sep 23, 2010
      Messages:
      871
      Likes Received:
      8
      Trophy Points:
      0
      Running the 2 bots same time via innerspace. 1 running nice smooth. Other hadnt used in awhile so updated wingit through svn. Getting the compile error. (log attached)
      Copied over wingit from other bot running good. Now runs ok. So thinking newest build from svn has something wrong. Not sure how to check revision numbers.. or what ever you guys go off.

      Edit:
      Ok. I think this is a Running BuddyWing in Multi Mode problem.
      When I run just 1, either by itself, or through innerspace its fine no problems. But any time I start up another bot. I get the compiler error. After the other bot started fine, it connected to same client other bot was controlling already. So stopped both, started the one I was having trouble with first, got the bot going, all good. Started other one that was running fine before, then bot. And got compiler error.
      So makes me think its only having problems when 2 bots are running at same time. Cant be innerspace cause I have it running full time if I'm running 1 or 2 at a time. (use it for the fps cap, and core settings) It only goes into errors when running 2 BuddyWings same time.

      Maybe the wingit is mixing some how. Not sure.
      Every line of error has the "conflicts with the imported type". Maybe the imported type is the other bot running and conflicting? But yet both shows same place.. hmm.
      Code:
      [14:10:21.223 N] Compiler Error: c:\swtor bot\BuddyWing 2\Routines\WingIt\Routines\Advanced\Assassin_Shadow\Darkness_KineticCombat.cs(19,59) : warning CS0436: The type 'WingIt.Routines.Mirrors.MirrorRoutine' in 'c:\swtor bot\BuddyWing 2\Routines\WingIt\Routines\Mirrors\MirrorRoutine.cs' conflicts with the imported type 'WingIt.Routines.Mirrors.MirrorRoutine' in 'c:\swtor bot\BuddyWing 2\CompiledAssemblies\WingIt_634782858135508018.dll'. Using the type defined in 'c:\swtor bot\BuddyWing 2\Routines\WingIt\Routines\Mirrors\MirrorRoutine.cs'.
      Edit 2:
      After struggling with it for about 20 minutes. Restarting, deleting compiledassemblies. Finally getting both swtor and both buddywings to work. 1 will not use mount... have no idea why... but 1 will not use mount. If attempt to stop and fix. Goes back into the no routines compiler error and takes another 20 minutes to get both running again, which 1 will not mount.
      /facepalm
       

      Attached Files:

      Last edited: Jul 19, 2012
    6. chinajade

      chinajade Well-Known Member Moderator Buddy Core Dev

      Joined:
      Jul 20, 2010
      Messages:
      17,540
      Likes Received:
      172
      Trophy Points:
      63
      This is a thorn in our side, too. There is nothing we can do in WingIt to guarantee a consistent SVN version number--this has to be done at 'packaging time'. Alas, WingIt's "packaging time" is when it is compiled each time Buddywing is launched. And, Buddywing hasn't got a clue about SVN.

      Subversion is architected in such a way that the latest version number is not associated with a file. Instead, its associated with the changeset. If a file was not updated in the changeset, then its "SVN version" won't be updated--even though that file is most definitely a part of the latest SVN release. We've thought about putting a common file that just contains the SVN changeset number in the WingIt tree. But the chance of someone forgetting to include that file as part of every changeset is large. And, if the version number is unreliable, there is no point in having it at all.

      In short, the problem is in part Buddywing architecture, and in part SVN architecture. WingIt hasn't figured out a reasonable way to create a reliable "WingIt version" with which to identify itself.

      Re: the compile errors...
      All compiling (and the issues associated with it) are controlled by BWcore. Most frequently (but not always), compile errors are the result of installation issues by the user. There is nothing that WingIt can do to alleviate the problem.

      If you'd like to report compiler issues, that's fine. But the Buddywing thread--not the WingIt thread--is the proper place for such reports. I'm not trying to punt the problem, but instead, get it reported to the people that can do something about it.


      cheers & hope things go better for you soon :D,
      chinajade
       
    7. in2fun

      in2fun New Member

      Joined:
      Sep 23, 2010
      Messages:
      871
      Likes Received:
      8
      Trophy Points:
      0
      Ya wasnt sure if wingit or core problem.
      When they first got the innerspace working good. I had no problem dual boxing. But about week, 2 now. Havent been able to successfully. And just easy to blame you guys since error says wingit :p
      I can post there also.
      Ty for reply and clarification.
       
    8. Xanathos

      Xanathos Active Member

      Joined:
      Jul 25, 2010
      Messages:
      1,030
      Likes Received:
      6
      Trophy Points:
      38
      Question: Would WingIt process a line like this correctly?

      Code:
      Mirror.Cast("Snipe", ret => Me.IsInCover() && Me.HasBuff("Snap Shot")),
      The idea is that I want it to cast Snipe every time it hits that line if I have the Snap Shot buff up, regardless of Energy level. It's a buff that when it is up the next Snipe shot ignores the 1.5 second cast time.

      What I'd really like to do is have it set up so that if Snap Shot is up that it casts Ambush then immediately follows up with Snipe then Followthrough (if it is up) regardless of energy. Since you can only get Snap Shot when you first crouch you generally are going to be at full Energy and this three ability burst will kill most targets outright.
       
    9. xsol

      xsol Member

      Joined:
      Nov 7, 2011
      Messages:
      503
      Likes Received:
      12
      Trophy Points:
      18

      I am working on sniper again and will be making updates soonish; my original stuff did all this and I will be re- integrating that complete with generating bd process etc

      @crouch bug - crouch detection fails randomly if full combat is not started; we know this and we are working on ways to handle it gracefully, but my next push will include a "hack" to start combat then crouch

      @soonish - gw2 beta weekend that is my current priority; sorry, but at least you know when soonish isn't

      Also, Marksmanship Sniper/Sharpshooter Gunslinger Compendium , is what we are aiming at.
       
      Last edited: Jul 19, 2012
    10. chinajade

      chinajade Well-Known Member Moderator Buddy Core Dev

      Joined:
      Jul 20, 2010
      Messages:
      17,540
      Likes Received:
      172
      Trophy Points:
      63
      Hi Xanathos,
      It should do what you want with the following provisos...

      1) You must be on WingIt SVN changeset #640 or later. (The previous changes didn't have "Snap Shot" in the MirrorData).

      2) Use this...
      Mirror.Cast("Snipe", ret => Me.IsInCover() && Me.HasMirrorBuff("Snap Shot")),

      Should work just fine, and I believe it will do what you intend. I'm not a Sniper expert--that's Neo and Xsol. But, it never hurts to try it and see if it does what you want. You will obviously have to place it into an appropriate place in the PrioritySelector().

      If you make something better, and feel its applicable to the Community in general (e.g., not a point solution for a particular problem), please let Neo or Xsol know and fold in your contributions!


      cheers,
      chinajade
       
    11. Xanathos

      Xanathos Active Member

      Joined:
      Jul 25, 2010
      Messages:
      1,030
      Likes Received:
      6
      Trophy Points:
      38
      I'm using that version and it isn't throwing any errors or exceptions. So it should be good to go.
       
    12. xsol

      xsol Member

      Joined:
      Nov 7, 2011
      Messages:
      503
      Likes Received:
      12
      Trophy Points:
      18
      Which version? The reason to use the code that CJ suggests is the buff name is dif. for smuggler so Mirror.Cast("Snipe", ret => Me.IsInCover() && Me.HasMirrorBuff("Snap Shot")) will handle both cases ;)
       
    13. Xanathos

      Xanathos Active Member

      Joined:
      Jul 25, 2010
      Messages:
      1,030
      Likes Received:
      6
      Trophy Points:
      38
      The version that CJ said to use. I updated from the SVN and then changed to the code that was listed. No errors for "Snap Shot" not being a Sniper buff so I'm assuming it is working.
       
    14. Jon310

      Jon310 Member

      Joined:
      Jan 15, 2010
      Messages:
      368
      Likes Received:
      8
      Trophy Points:
      18
      I'm having an issue with the latest version on the SVN. I'm a lvl 41 Concealment Operative.

      My toon will engage in combat and then stand there until my companion needs healing. He will then proceed to heal the companion to the best of his abilities, sometimes running off in a random direction pulling more mobs, sometimes if its a weak grouping of npcs he will be able to pull through and move on, and even still sometimes he cant heal the companion through the damage and we both die (sometimes he fights back after the companion dies, sometimes not).

      I turned on spammy logging and hope that the log will help. I had to remove a bit of the log to make it fit in the 1000kb limit, I did my best to make sure it wasn't a necessary portion.

      Thank you.
       

      Attached Files:

    15. coldIRONy

      coldIRONy New Member

      Joined:
      Jun 9, 2012
      Messages:
      12
      Likes Received:
      0
      Trophy Points:
      0
      Just wanted to give a headsup. The sniper bug where the sniper would just crouch again and again is still not resloved with the new bot.
      It has been better then before though.
       
    16. Xanathos

      Xanathos Active Member

      Joined:
      Jul 25, 2010
      Messages:
      1,030
      Likes Received:
      6
      Trophy Points:
      38
      chinajade likes this.
    17. maggoberto

      maggoberto New Member

      Joined:
      Dec 29, 2011
      Messages:
      23
      Likes Received:
      0
      Trophy Points:
      1
      Hi, I'm here because my fresh started mercenary (currently 13) just stand in there spamming Rapid shots (the basic Bounty hunter skill) even if there is no target, all of this using the latest version of WingIt, but if i change the WingIt to an older than i have, it just works "right", but this WingIt version is way too old btw. Also when I move my char into a fight whit the bot on, as soon as i get any dmg my toon start healing himself, not even reaching 50% hp

      My merc has 3 points to the heal tree and 1 to the Arsenal tree, here is the log: View attachment 2012-07-21 05.12.txt
       
    18. chinajade

      chinajade Well-Known Member Moderator Buddy Core Dev

      Joined:
      Jul 20, 2010
      Messages:
      17,540
      Likes Received:
      172
      Trophy Points:
      63
      Hi, Maggoberto,

      I see *exactly* where the problem is, but alas, I don't know which way to correct it. Can you tell me if the buff name you get is called "Supercharge" , or "Supercharge Gas"?

      I need the name of the BUFF that goes on your character when it procs--not the name of the talent that allows the buff to proc. Alas, I don't have a Merc to find this out for miself.

      EDIT: Protopally just winked in and is giving it a look. Thanks for the report. Hope to have it fixed up within the day.

      EDIT2: Problem should now be repaired with WingIt changeset #646. Details here...


      cheers,
      chinajade
       
      Last edited: Jul 21, 2012
    19. Nefarious

      Nefarious New Member

      Joined:
      Apr 30, 2011
      Messages:
      129
      Likes Received:
      1
      Trophy Points:
      0
      This issue with WingIt not detecting Guardian talent points is still present...
       
    20. chinajade

      chinajade Well-Known Member Moderator Buddy Core Dev

      Joined:
      Jul 20, 2010
      Messages:
      17,540
      Likes Received:
      172
      Trophy Points:
      63
      Hi, Jon310, and THANKS for the log!

      I believe with WingIt changeset #649, we've repaired these defects. Details available here...


      cheers,
      chinajade
       

    Share This Page