That's probably exactly what it is doing then...I didn't disable movement in CC (EzFrost) because there's no easy option and I didn't want to get into code manipulation late last night (have plenty of that to do at work all day already). I'll have to figure out how to modify ezfrost so that I can disable movement; don't want to switch to singular because ezfrost + upvp strafing is too good to give up. Edit: Found the manual setting in EzFrost CC code for lazyraider/raidbot, will just make a minor modification to allow access to it through settings, will test it to see what happens
You should see a huge improvement =). Although I am going to be rewriting/modifying all the Singular classes here some time soon also. So those will be available for people to use also.
Sounds good, I'm finishing up a side project for android/ios and looking for something fun to work on, just got into HBuddy and have a pretty decent background in C#, let me know if you want any help or testing/bug fixing.
I would say start porting over your favorite CC's to Singular. It has a very good base.. but the combat logic is fairly terrible.
Hi Ferenz, I am using EZFrost most of the time together with Ultimate PVP Suite for my DK, any chance that you share your modification? Thanks Dutango
Dutango, In the ezfrost.cs file 62: private bool Manual { get { return (BotManager.Current.Name != "LazyRaider" && BotManager.Current.Name != "Raid Bot"); } } This property is called for most of the targeting/movement logic; you can see that if you are using lazyraider or raidbot it will toggle as "false" (which doesn't actually make sense logically, should be true, but whatever). For my testing right now, I just commented out the get line and added a line to make it always return false (I'm letting ultimate pvp suite control all movement and targeting and not using the CC in any other way right now). private bool Manual { get {return false;} //get { return (BotManager.Current.Name != "LazyRaider" && BotManager.Current.Name != "Raid Bot"); } } Ultimately, I'll add a toggle to the settings menu and maybe change a few other things too (he has some hard coded movement/distance values that we could modify to test for best integration with ultimate pvp suite movement logic) but right now I just want to test it to see if it breaks anything. I'm running bots remotely right now and monitoring over logmein so can't really see the results of the modifications on movement but doesn't seem to be throwing any crazy bugs/movement problems and my killing blow count is growing. You can test it out and see if it makes things any better for you. I'll update once I get home tonight and get some better testing done.
I am going to start botting my dk once my paladin hits 85. (Full list of 85's minus shaman). What I need to do atm is add caster strafing logic. Then we can move into using Lazy Raider CC's... Which should be optimal for what we need to work with UPvP. Once I have caster logic done, I am going to start making my own PvP Bot base. Porting over the combat rotation to Singular would be very easy. Take a look at the code and notice how simple it would be. I am going to make my own Singular SVN trunk and start adding my own additions. I have multi dotting class I want to add for our dotting classes that works amazing. It will literally double your dps in bgs with priests / locks / and helps with booms / mages. I eventually want to write multi pulling in also. But that will be after PVP Bot Base is done. If anyone wants ability to WRITE to the Singular Trunk I am going to make please let me know. Just PM me what your programming experience is and maybe a few examples. I would like to get a group of people working on it and keep it open source for the public. This could benefit all of us if we can get it running well. For those of you who are leachers, it will be open to the public although that might be up for discussion at some point depending on what all the devs say when we get to the point of completion. Edit: Try this code instead. It will make it not pooch it all together: Code: [COLOR=#333333][FONT=Verdana]private bool Manual[/FONT][/COLOR] [COLOR=#333333][FONT=Verdana]{[/FONT][/COLOR] [COLOR=#333333][FONT=Verdana] get { return (BotManager.Current.Name != "BGBuddy" && BotManager.Current.Name != "LazyRaider" && BotManager.Current.Name != "Raid Bot"); }[/FONT][/COLOR] [COLOR=#333333][FONT=Verdana]}[/FONT][/COLOR]
Thanks ferenz and thanks phelon, I will try both modifications over the next days. One simple question I have. With the major change within the talent builds introduced with the new addon and possibly already introduced in the pre-patch, there has to be a complete rewrite of all CCs, or am I wrong here? Thanks Dutango
Complete rewrite.. not really.. small alterations... Yes possibly. It is the combat logic that requires the alterations. The Bot should be able to remain pretty much unchanged for functionality and talents.
totally awesome release with the straffing! I had been editing glue trying to get it to play nice but now no need ;D I made two little changes : Removed the limit to bgbuddy only from if (BotManager.Current.Name.Equals("BGBuddy")) Lets me use it in any botbase so i can manually play but with amazing straffing lol Also I made it little bit more like glue as i noticed if i manually selected a target - no matter how far away it would try and approach it (not a prob with bgbuddy pull value but a prob when manual) so added in if (UltimatePvPSuite.DisabledCCMovement && StyxWoW.Me.CurrentTarget.Distance < 10 && Navigator.CanNavigateFully(StyxWoW.Me.Location, StyxWoW.Me.CurrentTarget.Location)) The less than 10 part... works brilliant so far!! thx!! ----- Spoke a wee bit too soon - seems to be pause while it works out where to move to get to the target (not long, maybe a second) - dosent seem as fluid as glue is when glue actually works.. if the target stays still its total ownage but when the target moves its not as smooth. I tried removing the whole cannavigatefully line but i think i made it worse.
Correct me if im wrong, if I disable the movement on a "BGBuddy-afk-friendly" your plugin will do all the movement in the BG? That would basicly mean that I could use any CC (None-Movement included i.e. a Lazyraider CC) with BGBuddy and this plugin?
best results seem to have come from removing the navigator line and setting the preferred range to zero - that way i seem to remain on top of them all the time - so far so good.
Caster movement atm is un supported. The movement itself will be a bit different. We won't be strafing.. but we will be moving more with a group of players so we dont get stuck alone and we will be strafing away from melee if they are close. We can also base the strafe on CC. That is what I am currently developing.
@Phelon love you! Thanks for continuing to develop i feel like of the plugs here are going undeveloped not sure if its community falling apart or MOP release.
Part of it is the Game being very old. Another part is that there isn't a lot of money left in WoW. The last part is MoP. WoW is shrinking.. But still very stable. If MoP is a pile.. The game is dead. If it designed well, it has at least 2 more years left in it. Hopefully I can develop it over the weekend. I have all the GUI stuff and design in. Now I need to work on the Logic part, which includes lots of math.... I hate Math... ATan = Something I get at the beach. Just sayin.
For those of you using EZFrost. Here is my slightly modified version. I take absolutely NO credit for this CC. I just took out movement.