i guess its something facing & timer related thats not working i'll take a look in the evening ?: rev 33 pushed to svn, please check if the error still occurs and report back, thanks! Can't test right now, work
I will test it and let you know. Question: I am getting Facing time in a normal fight. Is there any need for your logic to kick in during a fight when the CC and Bot is already knowing what to do?
actually the plugin will "double-check" the actions the cc should do, like !me.facingTarget ? Target.Face(); : return; if theres nothing to check, like me.facingtarget return true the plugin will do nothing.
[SupTar] EXCEPTION: System.NullReferenceException: Object reference not set to an instance of an object. at SupremeTargets.SupremeTargets.Pulse() in BLANKED\Plugins\supremetargets\SupremeTargets\SupremeTargets.cs:line 88 Moving to Type: QuestTurnIn
After looking at the bot for a little while I can can conclude that the Facing in Supreme can definitely conflict with the CR/Bot. If the bot runs into a group of 2-3 mobs it seems like Supreme and the bot cannot agree on the target. Meaning the bot will try for one mob. Supreme will turn it away leading to a long dance between the mobs.
I've created the framework for a (crude) UI and a settings module for you. PM me your Skype details and I'll send it to you.
This has issues with my CC targeting; fortunately, I can disable it in all of my CCs so its not too much of an issue.
i'll adress the issues at the weekend, no time right now. and thank you, fpsware, i'll integrate a gui in the next release.
Of course I wasn't aware that I could turn off the targeting in the CC I thought it also had to be on. Let's see how that works.
Of course I wasn't aware that I could turn off the targeting in the CC I thought it also had to be on. Let's see how that works. It still has facing time problems. It ended up running around a single mob for some time until I got tired of it It might have something to do with the bot using unstuck at the same time since it was a bird and it kept running around a small hill that was too steep. View attachment 7592 2012-12-20 08.55 - Copy.txt
problem is the timer not used properly, i screwed up there. i know whats wrong, and i'll fix it once i get some spare minutes, probably tomorrow
One more observation that I made is even when I am handing in quests or other stuff. Supreme can abort to attack. This is not a major annoyance but can be a bit problematic in the areas where you have attackers running in all the time where a battle is ongoing.
currently, supremeTargets will clear your target if: 1. target is dead 2. target is pve, but player attacks you -> switch target 3. target got too far away ( > 50yds i guess, dunno exactry right now) does any of the above apply? then the next update will fix it for you, as you can select what you want, the gui will finally be added. if any other reason applies, please state the exact situation so i can look into it
I am getting the impression that either the bot or supreme is really stupid at listening to the avoid mobs. Since it repeatedly attacks a mob set as avoid and it's not part of a quest.
ST will only try to accquire a valid enemy target if you are infight @ have no target. it will NOT clear your current target, if its alive (exception: player is attacking you while you are fighting a mob, then ST will target the player) 2.2 is near release. maybe tomorrow in the evening, or monday. gui is done, thanks to FPSWare. *hug*
It would be excellent if there was some kind of detection for evading mobs. I don't know if this is even possible from a plugin.
SupremeTarget.cs Ligne 78, before Code: //if we're targetting an NPC we shall not remove him ... if (!Me.CurrentTarget.IsPlayer && Me.CurrentTarget.IsFriendly) return; Add Code: if (Me.CurrentTarget == null) return;
Sometimes still conflicts with singular :s Also I find it pretty strange to give the "donate" version to everybody