ExileBuddy seems to get stuck when shooting projectiles up stairs. How would I go about forcing the bot to walk closer to the enemy before attacking?
Was just about to ask this myself! Good question. Not only does this happen on stairs, it also happens with monsters that are affixed with the "Proximity Shield" buff and sometimes the bot attacks but is just a smidgen out of range. The bot then will get caught in a loop until the monster moves closer, and if the monster happens to being using a ranged attack... well then you are stuck in an infinite loop.
You can achieve this by adding a line before the call for the skill in the CS file. Try this, not sure if it is going to work. Add this: Code: CombatComposite.AddChild(CreateMoveIntoRange(10)); Before this: Code: Register("Spectral Throw");
"CombatComposite.AddChild(CreateMoveIntoRange(10))" doesn't seem to work. What is the function call to force the bot to move closer in Release (I know this will become obsolete soon)?
In Exile.cs, there's a line: Code: CombatComposite.AddChild(CreateMoveIntoRange(45)); I believe that is what replaces it. However, movement in Release was terrible (which is why I rewrote everything in Beta), so it might not actually work that well in the end. The problem had to come down to the behavior tree movement implementation, which was not the same as the coroutine alternative, both of which had some issues under certain cases.