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  • Verify Successful Jump?

    Discussion in 'Archives' started by purpledrankk, Jul 9, 2015.

    1. purpledrankk

      purpledrankk New Member

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      How would i go about verifying if a jump was successful?

      For example, I'm using the following code in a shiphand profile I'm working on.

      Code:
      <If Condition="Buddy.PublicQuest.CanInteract(36844, -166.5899, -493.564026, 139.565781, 10)">
      	<MoveTo X="-129.5517" Y="-510.272766" Z="158.79483" MapId="1232" Range="1" RunOnce="true" />
      	<Jump FromX="-137.63945" FromY="-510.1988" FromZ="151.824036" ToX="-140.172668" ToY="-505.6318" ToZ="150.083023" MapId="1232" DoubleJump="true" />
      	<Jump FromX="-150.343582" FromY="-500.195648" FromZ="143.897766" ToX="-157.766464" ToY="-498.995667" ToZ="142.559662" MapId="1232" DoubleJump="true" />
      	<Interact CreatureId="36844" CreatureName="Hull Breach" MapId="1232" X="-166.5899" Y="-493.564026" Z="139.565781" RunOnce="true" SkipIfNpcNotFound="true" InteractRange="10" CanRunDuringCombat="true" />
      	<Jump FromX="-156.558716" FromY="-498.829" FromZ="141.59613" ToX="-142.977844" ToY="-510.1563" ToZ="136.36087" MapId="1232" DoubleJump="true" />
      </If>
      
      At the moment the bot makes the first jump about 50% of the time (its a tricky jump, I've tweaked the XYZ's many times)... when it fails the jump, it continues on running around until the following steps are performed and then attempts the jump again.
       
      Last edited: Jul 9, 2015
    2. Deathdisguise

      Deathdisguise Community Developer

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      Try placing the ToXYZ vector further than the jump can actually travel, so you'll always end up running through the vector and hopefully trigger the IsFinished by being close enough to the destination.

      Otherwise, the only real solutions you have for stability are revising the JumpTag implementation, or writing a series of InputActionTag, WaitTag, and distance checks in a loop to 'check' for a successful jump. Sounds fun, huh!?
       
    3. Lukov

      Lukov New Member

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      The jump tag has recently received a revision, if it doesn't complete within 10 seconds, it will restart the tag.

      I have used three jumps to get that portion working, one to jump on the crate, the next to jump on the platform, then the third after the interaction to jump off. Works consistently every time I used it.

      The problem creating a profile for Infestation is that at best, you'll get a Gold sometimes. The problem is that rescuing the shiphands have some very tight timings in the beginning.

      You walk down the ramp, the screen fades to black, then the bot gets in combat with some mobs. During the exact same point in time, the hull breaches start spawning. If you don't interact with the hull breach in time, the optional objective fails. With several mobs patrolling about, forcing the bot into combat, getting Gold will be very RNG. Even Carbine intended it to be done in combat, as taking damage doesn't interrupt the interaction on the hull breach.

      The only way you can get that shiphand to consistently get Gold is to find a way to override the Combat Routine with the Profile bot, that will have it interact with the hull breaches even when in combat.
       
    4. Deathdisguise

      Deathdisguise Community Developer

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      Most tags now have bool CanRunDuringCombat passed through now.
       
    5. Lukov

      Lukov New Member

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      The CanRunDuringCombat tag element doesn't do anything at the moment
       
      Last edited: Jul 10, 2015
    6. purpledrankk

      purpledrankk New Member

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      So Fun! I'll try tweaking the landing xyz a little, for the most part I was changing the starting xyz

      Unless it was in the most recent patch it didn't do anything when I tried it.

      I am able to clear them in time 17/20 times during my testing. Setting the bot to grind the mobs in the area when no hull breaches are intractable really helped + I rewrote the default warrior combat routine to use a rotation matching the one used in Agility.

      @Lukov I think i actually linked the wrong chunk of code, the jump its struggling with is the path to get to the 5th tagged crate. It seems to have a problem clipping the edge of the box since its angled. If you have a consistent way of getting to that crate I would love to know! At the moment I'm jumping up on the angled crate and then positioning myself to use a InputAction Leap over to it.
       

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