Just curious FPS, how long before we get the multi-pull back, and what was wrong with it to begin with - thank you!
Finally! I've been getting that 'spinny thing' too. The hunter will run in very tight circles around a mob, while the pet is attacking it. I finally managed to catch the log when I saw it happen. To summarize the attached log... At 8:41:32, the hunter dismounts for combat (almost on top of the mob--think it was headed to a herb). At 8:41:35, the hunter goes into the spin dance while the pet engages the mob. At 8:41:42 or 8:42:00 (I believe it was the latter), the hunter *finally* comes out of the spin dance (frequently, the mob is dead before this happens), and starts to assist the pet. While the hunter is spinning hard, there are no meaningful log entries being made (that i can see, anyway). I believe the problem is related to the positional relationship of the mob, hunter, and pet when battle is first started. I believe this happens when the hunter winds up on top of (or very close to being on top of the mob), while the pet is 'off to the left' of the hunter engaging the mob. There are several ways this can happen. I just happened to see that this was a dismount that triggered this one. Thanks for looking into this, and again, its simply an *awesome* CC! cheers, CJ
Dude don't get all bent out of shape. I am positive that I had the problem happen to me - and that it is a problem with this CC. The fact is, there was nothing in the logfile to denote that it was happening. And I didn't have a specific timestamp to tell you to look at to see if you could see anything out of the ordinary. Now if you can look at an 8+ hour logfile and spot the exact moment that a random bug is happening, then I applaud you. I've done the whole CC development thing and I understand how important log files are. That being said, I also know when a logfile would be useful and when it wouldn't be. I was using the latest version of the CC and the latest version of HB (1.9.5.3). Hint: Try running out of ammo and letting the mob get into melee range if you want to see the spinning for yourself. edit: I know that sounded like I am unhappy with the CC, but that is not the case. I think it's a very well programmed CC and does it's job very good. But don't take bug reports so harshly. Take them as just that - bug reports.
After 5+ hours testing I was able to replicate this bug, though it only presented twice in all that time. I'll see if I can resolve it all the same.
The only few times the "spinny thing" has happened to me in the last few releases of Actaeon is when the bot has been trotting off to gather a herb/vein/quest object, pathed through a mob on the way over to whatever it wanted to gather and gained aggro. It would then spin around for a while but eventually sort itself out(anywhere between 2-20 seconds into the fight - depending on how long HB have been running - since it tends to run slower and slower the longer i have it running). Earlier i clicked both mouse buttons in at the same time(to turn of autowalk) to make it stop doing this if i was nearby when it was spinning, but now I have just stopped doing anything about it as long as there are no other players nearby. It's not much of an xp loss overall(as long as there's not a bunch of gather nodes with nearby mobs).
I agree that it happens most frequently with gathering a herb/vein/quest. Due to an HB bug targeting the wrong mob (e.g., not the nearest one), it also happens when HB walks through one mob on the way to acquiring its selected mob. The loss of the experience is not a big deal for me. Its just a little more time, and not even mine since I'm doing something else while the bot works. The big problem for me is that the spinning screams "Look at Me! I'm a BOT". This is very very bad if other people are in the area. I'm both sorry and thankful that Fpsware spent so much time looking into this problem. My hunter has gone from 10-50 so far with Actaeon, and the problem happens frequently enough to make me uncomfortable--at least a couple of times an hour when i'm watching. If a fix is forthcoming great, if not I'm still using this CC! cheers, CJ
I was just checking this thread for the same thing. Seems like it would go much faster for leveling, and for stuff like leather farming if I could be AoEing.
Using Actaeon v2.0.4 w/HB1.9.5.5 at the moment, and it doesn't appear to Feign Death (my "Feign death when health (%) below" was set for 45%) or use potions (my "OMFG heal me" set to 30%). I've noticed the problem on several occasions, and finally captured a log for it. On this occasion, HB sent the hunter into six mobs that were 4-5 levels above the hunter. The simply *amazing* thing is that the hunter managed to take out two or three of them before dieing. I believe if the FD and pot had been working correctly, she could've had them all. In the attached log, the six mob battle starts at 1:02:27. To repeat the problem, just send the hunter into a group that outmatches it a bit (i.e., don't want the mob so high it will "one shot" the hunter and pet). The test area for my level 50 hunter was the Ruins of Anderhol in West Plaguelands. So the two 'complaints' are: 1) Doesn't appear to use Feign Death 2) Doesn't appear to use Potions Three more very minor ways to improve Actaeon: 3) Aspect of the Viper restores 4% mana every 3secs, when not in combat. Would it be possible to switch to AoV if mana < 100% when not in combat (or when leaving combat)? 4) When 'disengaging' mobs, sometimes it disengages itself right over the edge of a bluff. Would it be possible to do a Z (height) check about 20 yards behind the hunter, and if the Z difference is larger than a certain amount, forgo the disengage? 5) Night elves have the shadowmeld ability that will take them out of combat. Would it be possible to use this tactically? For instance, the pet is dead, FD and pots are on cooldown. Just shadowmeld and chill until health gets back to something reasonable. May or may not be a lifesaver depending on mob positioning, but most likely the mobs will run back to their starting positions and we've a fighting chance to try again without a corpse run. No real complaints, just looking to make Actaeon the ultimate in sweetness! cheers, CJ
Very nice feed back. I'll see what I can do with this. I'll have a look at it tomorrow, I've had a feeeew to many glasses of wine for now PS. Thanks so much for the donation, it was put to a good cause
i had the following situation : lvl2 hunter vs a boar, both are engaged in melee combat. The boar was constantly hitting me, reducing my health down to zero, the hunter was standing there doing nothing. All i saw was a red line complaing about wrong facing. It didnt use raptor strike and auto attack failed. I created a fresh log and turned debugging on, and havent yet been able to reproduce it. I'll report back as soon as i can.
You are correct, FD is not being triggered fast enough its something I need to look into. The use of potions was slightly broken in the last build of HB. I'm looking at this also. AoV mana regen effect does apply while in combat. http://www.wowhead.com/spell=34074/aspect-of-the-viper Though, I may add an option to always turn it off when in combat. I've expierenced this myself on very rare occasions, it is not frequent enough to worry about. I suggest disabling Disengage in areas while it is likely to jump to its death. If you don't have FD due to your level or on CD it will use Shadowmeld. Its already part of the FD logic.
Got a Problem : My Hunter is Spamming in my HB Log that he wants to feed my Pet but i don't have anything at the Moment. He will be tryin it in 5 mins again. But he says it every second^^ My log is attached. View attachment 14.08.2010 Log.txt EDIT: PLEEEEEEEEASE Code MultiMob-Attacking! It was the best feature of Actaeon ever! I loved it. Need it again^^
thanks for the update though it seems you took out a lot of the funny little messages in the HB report window
It would be nice to see the Function that my Hunter attacks when my Pet already gained aggro.. or at least if we could customize the attack delay... Because: My hunter is 60yards away from my target.. send my pet.. after 1.5sec my hunter begins spamming the log and runs nearer to the target...he attacks the target but my pet is not even half the way. And it would be nice if we could configure the distance that the Hunter takes between him and the target.. And the most important thing: MultiMob Managment DD
Im having a problem with this CC, sems to work fine , only problem is it dont auto shoot ! any ideas ?