Seems the bot runs passed enemies, sometimes off cliffs, then turns around and does it again (if it doesn't fall off a cliff), not sure what causes this.
i notice this, it did it before this patch too it gets stuck running for some reason. runs past the enemy for a while, then runs back towards it and past it again and it stops running when the enemy dies.
I've noticed the same behavior, both with the default and WingIt combat routines. I'll be going through the code shortly, but this might be something we can't fix from our end.
Confirmed. I've compared all the relevant code we have access to and found no changes from the last working version to this one. Specifically, after attacking its initial target, the character will remain in place, and then run through the next target's position, all while continuing to use abilities, until he is past it and out of range again. It's almost as if the character is dissecting a circle, running from one side to another through the target, which is at the center. This odd behavior occurs consistently with every encounter. I didn't see anything unusual in the log, but I've attached it just in case: View attachment 2012-10-31 11.10.txt EDIT I think the simplest explanation is that the target coordinates read from the client might be incorrect or offset. My character has been able to successfully attack the first target in a group, but this is likely because of Force Leap, which works regardless of coordinates. Fingers crossed for a quick resolution!
Aye, the effect can also be described as "rubber banding" to the target. I've seen MovementProvider.StopMovement() fail on many occasions, and that caused this problem in the past. WingIt will continually retry stopping when this happens, as a large number of abilities cannot be used when in motion. But, if StopMovement() continues to fail, there is nothing to be done other than to update the direction to move (e.g., the "about face" to the target that you observe)--until the StopMovement() succeeds. Classes that can use Force Leap (and its not on cooldown) don't have this problem because it jumps directly to the target and stops implicitly. All I can say is the root cause is probably some quirky interaction between Buddywing and SWtOR's Hero engine. Gosh knows, interacting with the Hero engine is simply a nightmare. Check your logs for "GreyMagic" errors. If you've got any, you need to restart SWtOR, as Buddywing is not properly reading SWtOR memory. cheers, chinajade Edit 1: On reflection, another cause of this problem in the past was the check for line-of-sight taking an excessively long time (hundreds of milliseconds) in some drops of SWtOR or Buddywing.
@chinajade: Thanks for the info! StopMovement() failure makes perfect sense here. Unfortunately, I have no "GreyMagic" errors in my logs; as far as I can tell, we'll have to wait for BW to find the solution on their end. After fiddling around with memory reading and pointers in my own attempt to make a basic bot, the ?30 charge for three BW licenses seemed like quite a bargain. I have much respect for what the team here is able to accomplish after every new build. So, waiting patiently, fingers crossed.
Since we have no official word about this, I was wondering if this problem was being addressed. I've stopped using the bot while waiting for resolution, primarily because: The "over-runs" often aggro other groups, which frequently leads to death (compounded by the fact that abilities are being used while out or range). The behavior looks very bot-like, increasing the likelihood of being reported. Can we look forward to a fix in the near future, or will we have to wait until after the next patch update? Thanks, D