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  • [Bot] (Beta) DungeonBuddy - A Dungeon bot.

    Discussion in 'Archives' started by highvoltz, Jul 6, 2012.

    1. Mcgrublin

      Mcgrublin Member

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      ya i have been using raf until i hit lvl 51 it ran fine and now i cant get it to do anything after it joins the instance ...
       
    2. Chesnut817

      Chesnut817 Member

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      Which instance you trying to run and are you running with randoms or your own 5 man team .?
       
    3. Mcgrublin

      Mcgrublin Member

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      can we get a list of dungeons that are completed and the ones that arent so we can singe Que for those dungeons to get past these shitty lvls lol would be greatly apreciated
       
    4. Mcgrublin

      Mcgrublin Member

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      no i do not have my own 5 man team just running a tank and a healer but monitoring full time and leaving dungeons asap when things go wrong... so far Brd upper spire wont work and strathlome service entrance also wont work but i will continue to try to get em to work
       
    5. Chesnut817

      Chesnut817 Member

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      Aye there is an issue with some of the dungeons as I have also found out. BRD DB runs fine and I have also been able to run Sunken Temple LBRS and UBRS which will be your next steps. but I only run my own teams with it and wouldn't risk it with others I didnt know.

      P.S if you are still 51 run sunken temple the only problem I have found with it is the boss you need to summon. Just remembered so thought I would pass it on.
       
    6. highvoltz

      highvoltz Well-Known Member

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      Thanks for this. I'm preparing a new 5 man team and will be looking at the classic dungeons soon.
       
    7. xmolda

      xmolda New Member

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      Im still trying to figure out why the bot doesn't avoid stuff on the ground etc even when I can see in the dungeon scripts that there is code for avoiding it. My latest theory is that it has something to do with the function ScriptHelpers.CreateRunAwayFromBad. The reason is that I have seen bots avoid stuff that is handled with other functions (such as strafing at StrikerGardok or streamingblade trap at wepaonmaster) But I have never seen them avoid anything that was supposed to be handled by CreateRunawayfrombad.

      Since Im not totally sure about the code, just trying to figure it out from what I can see of it I may ofc be way off. Another thing that I wondered over was the logic for avoiding Acidbombs at StrikerGardok. It doesn't work but what Im a bit confused about is the SpellID. In the dungeonscript it is listed as 59813 but on Wowhead it seems to be 115458, or am I totally misunderstanding that logic ?
       
    8. leztek

      leztek New Member

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      I have tried both random and specific. I have 2 other toons, one another monk on a different server, that has no issue.
       
    9. Madcatz

      Madcatz Member

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      Is there any Future plans for MOP heroics Regs im sure there is any ETA
       
    10. botorific

      botorific New Member

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      @ xmolda

      Not at my machine...

      Look at the script for cata, vortex pinnacle. Last boss creates a lightning storm and the group has to be inside a triangle. That movement works...though it's the reverse of what we are after.

      Something changed right before the WoW patch. I dumped my previous version because it was no longer ever going to work, but it was .507 or .511.

      Someone else posted and I picked that up from an old folder. Sure enough they were right! It had the last functional movement at least where cata level dungeons were concerned.

      When I saw what it was supposed to work like, I was really impressed. Very smooth and quick to react. When the group handled corla and the 3 beams, I had my doubts...but they stepped out and traded before they transformed and everything!

      In that dungeon now it reports corla dying after the group downs boss 1. Corla is 2. Leads me to believe HB isn't following the script properly or it is getting ahead of itself - it's not doing things right again until boss 3, steel bender.

      Highvoltz said that he has no reason why running out of damage stopped working.

      I don't think the damage avoidance problem is in the meshes or the profiles/scripts. I think something got broke in the HB core.

      Are there any dungeons at all that properly move out of "fire", runfrombad, whatever anymore?

      It would be interesting to compare one that works to all those that don't...if it exists.
       
      Last edited: Jan 8, 2013
    11. botorific

      botorific New Member

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      I haven't looked this one up specifically...but the difference could be due to spell ID and aura/damage ID. One is what the mob/player casts, the other being the actual damage.

      Look at the link in your browser address bar, you'll probably see the ID that matches the HB script.

      I'll check when I get back on my machine.
       
    12. Chesnut817

      Chesnut817 Member

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      Have you tried deleting your settings and trying again and did you try a fresh reinstall of HB.? other than that not sure what else to try.
       
    13. xmolda

      xmolda New Member

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      @Bororific

      Ah yes, Asaads grounding field, I had forgot about that, and yes that one worked for me as well. The thing is, that field is handled (as far as I can tell ) by using functions from navigator, Navigator.PlayerMover.MoveTowards(groundingFieldLocation)), not by using ScriptHelpers.CreateRunAwayFromBad().

      Im risking making a complete fool out of myself by being stubbornly pointing fingers at a snippet of code Im not really seeing the whole of :) But actually, the example you provided makes me even more convinced.

      For example, StrikerGordak's strafing is handled with Navigator.GetRunStatusFromMoveResult(Navigator.MoveTo(nearestAvoidStrafePoint))) and works His Acidboms iw handled by ScriptHelpers.CreateRunAwayFromBad() and doesn't work

      Oh well, hopefully it will get resolved, almost impossible to heroics standing in stuff :)
       
    14. wilbo007

      wilbo007 Member

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      When using Mixed mode Questing and Dungeonbuddy, when the dungeon queue pops mixed mode will switch botbase to Dungeonbuddy but dungeonbuddy won't recognise that the queue has popped.
       
    15. OmniRed

      OmniRed New Member

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      Could I get a little clarification on this...

      What are the ideal settings for Singular while using Dungeon Buddy (such as movement / targeting enabled or disabled, etc) & for other CC's should movement/targeting be turned off or left on?

      Also, is there any way to turn off the bot attempting to do quests in the dungeon? It tends to run out of the way to reach a quest objective and pull mobs, wipe the group or raise suspensions. It would be nice to be able to turn this feature off.
       
    16. botorific

      botorific New Member

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      Movement on
      Targeting off
      Tank targeting for tank only off

      AFAIK no easy way to currently toggle on off the quests.

      It MAY be in the profile/scripts for the dungeons. Look at the dungeon buddy folder and/or default profiles folder for those. Just delete / comment then out.

      If you do this, you MUST turn off the updates scripts in bot settings for DB. Otherwise your changes will be erased when the bot starts!
       
    17. OmniRed

      OmniRed New Member

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      This should really be an option under bot config - When you're doing a random party dungeon and the bot runs off on it's own to go open some quest item, or open a chest, locker or whatever it's an instant wipe and usually results in a lot of talking. Even if you're monitoring the bot while it's running you cant shut it down quickly enough to prevent it from pulling a whole room full of mobs.

      Does anyone else have any issues with this?
       
    18. fpsware

      fpsware Community Developer

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      Trying to run Stonecore (mount farming) and having a difficult time of it, to say the least.

      The first run through this instance was passable; but during the Sladehide fight it did nothing but auto attack and failed to perform any movement. Basically it stood there and just got raped by the drake. After killing it manually I reset the instance and started over.

      The second run was more troublesome, the very fist pull the character stood there and did nothing but auto attack until dead. It has since repeated this twice. (log attached).

      I'll provide additional logs once I've reach Sladehide again.

      EDIT: As an aside, often when using Farm mode the character will stand at the entrance / exit after zoning and do absolutely nothing. If I stop/start HB it will continue as per normal. Looting mode is currently set to Boss only but its failing to loot.
       

      Attached Files:

      Last edited: Jan 10, 2013
    19. mirko2002

      mirko2002 New Member

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      I already opened a thread in supportforum but was asked to write here in this thread.

      (http://www.thebuddyforum.com/honorb...t-allow-me-type-other-party-member-names.html)

      I cannot add any party member name in the botconfig window...

      i made already a fresh install of HB. Re-downloaded HB, deleted all Plugins to be sure nothing is wrong there, started wow, invited to group, started HB, switched to DungeonBuddy mode, selected correct profile, go to botconfig and then switch to Leader Mode but Member Names field still greyed out. No entry possible. Of course i re-started HB too several times and "script updates" is set to true...

      Without the option to add party member names this kind of bot is useless for me :(

      View attachment 332 2013-01-11 18.40.txt
       
    20. xmolda

      xmolda New Member

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      I just got the new version of HB and it seems Createrunawayfrombad works again !! It's really a thing of beauty to the bots run around dodging stuff :)

      I will be back with feedback regarding meshes in MoP dungeons, are a few spots that needs fixing.

      Also, I saw Botorific had the same problem as I have with MAD needing to be restarted after each zoning you do. Most likely a CR issue, but might be related to the botbase since I haven't seen anyone else report the same problem.

      Again, kickass work getting the avoidance logic working again :)
       

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