Well Jade knows her stuff, I've just 'built ways around the bugs' but thanks Will see what I can do on a Sentinel - may be theory- and doc- crafted on the first pass, but I'll give it a shot ... and thank you very much, I really appreciate it Joe
So the latest update you have is working amazingly during combat. I've actually moved around a bunch of the Marksman stuff to increase survivability a little as well as take advantage of some of the situation self buffs that we get (Snap Shot, Reactive Shot, etc). Once I test the changes a bit more I'll send them to you to see if you want to use any of it. The only issue I currently see is that it doesn't seem to see when my Companion is wounded. It'll heal the character up, but won't ever heal automagically if the Companion is wounded. Even if the Companion is near death.
I didn't put anything in there to heal the companion, since as I understand it, Marksmanship is DPS - no real healing ability - therefore I normally just run with a Healer Comp (such as Doctor Lokin). How are you healin em - with a Medpac? So far as the rotation, just PM me the code and I'll incorporate it (for ...MarksmanshipCombat())
I'm pretty sure he means post-combat. I generally have the same issue with my healing BH and agent marks. During combat, attacks and heals or whatever fine. Afterwards, no matter how damaged or near death the companion is, the bot only heals itself to close to full, then takes off. So if I was running my BH and using Torian, and he's almost dead but I have full health, the bot moves on to the next mob, ignoring Torian's health. Just an example. I don't know who Xanathos is using as his comp on his agent, tank or healer, but I'm pretty sure we're talking about the same thing.
Ah, RESTING - I'm so used to runnin with a healer comp I didn't even think about that - mybad - will post and notify.
Awesome! Thank you a lot, will be testing as soon as the bot gets updated! Btw if you need someone to test certain classes/specs i'l be more than happy to help Currently have Mercenary Guardian Marauder at lvl 50 next now is sage offcourse
Yeah, thanks Phay. That's exactly what I was talking about. Sorry Joe, you are correct in calling it "resting" as a better option, yes. I just think of it as healing as it is the only way I have to heal my Companion. Same thing that Phay is talking about. Especially in a high density area, I could end up quite SOL with the Companion never being above 50% and that could be very bad if we hit a Strong or two. Speaking of medpacs. Any thoughts of making it so that we could put the name of the medpac we want to use (and what percentage to use it at) in the "headers" of your MercHelpers.cs file?
1. Medpacs - I do already have a block in there for Shadow I was testing - but it seemed to hang on obj.use - so I need to run thru more testing and see what I can get to work (was coded to simply look for "Medpac" somewhere in the item name, but I can put it up in the header as you note for a 'Preferred Medpac' variable (after I verify I can get it to work to begin with). Maybe just something I was doing wrong - will notify. 2. The comp - was running thru some testing last night - and the same issue Jade noted about a month back I believe I had last night - Me.Companion, about 80-90% of the time, returns a Null - need to see if there's any coersion etc I can do that might alleviate that. Or - scanning for NPCs in the area where the 'owner is Me' - no idea if that's even possible but I'll dig around. So in short for the moment when the bot is updated, I'd recommend running a healer comp. Bugged. I'll notify on any progress I can make on it. Joe
How about run it so that instead of cutting off the post-combat "resting" when the player hits 100% set up a variable where the player can determine how many seconds past player 100% they let their resting skill work? That way if you're running a healer Companion you can use 0 seconds, but if you're using a tank Companion you can set it to 2 or 3 seconds. That way even if you can't read the Companion health correctly, people can brute force it to get their Companion at least some additional healing. In most fights my Companion is consistently around 50% health after I've been healed up to full. Another 2-3 seconds would get my Companion up more into the 80% health range. Which is at least better then what's happening now. Using a healer isn't really an option for me as it seems that I end up with *more* downtime with the healer since it isn't as effective as healing the incoming damage as my tank is at mitigating it. Plus I just don't have any gear for my healer Companion. Heh.
Hey Joe dunno if this was answered in the thread ( couldn't find any) but is the specs supported also mirrored so they work for the opposing faction also? consular shadow -> inquisitor assassin?
No, not mirrored - was one of the layers I was trying ot remove to simplify the code. BUT - will look into it - should have an update within a day or so.
So far so good on keeping the companion healed up, Joe. Otherwise, the bug with the abilities the bot is trying to us coming right off a vehicle is happening again. It moves to the target. Stops. Then fails on the first ability or to it tries to do. I'm going to move that pause before the crouch to see if that helps.
Did a little change to stop the issue I was experiencing. Changed this: Code: MercCast("Crouch", Me, !Me.HasBuff("Crouch")); if (MercCast("Ambush", !CT.InCombat || CT.IsStunned)) return; To this: Code: MercCast("Crouch", Me, !Me.HasBuff("Crouch")); System.Threading.Thread.Sleep(600); if (MercCast("Ambush", !CT.InCombat || CT.IsStunned)) return; Seems to work well so far.
Latest version working great except that it looks like the updated rest code stomps on the "skin the monster then loot it" code. It'll skin whatever the dead critter is, then go into rest mode, then wander off not looting what it "skinned" from the critter. EDIT: Looks to mostly happen when you're inside versus outside.