You think only in the combat section? I know they royally fucked everything up when I first installed them and had them in Pre-Combat too :O
I think having them nested inside each other screws stuff up. btw PVP healing is a definite no-go right now lol
There will be some null pointers here and there... you ran the bot for 12 hrs? I would call that a success
Hm, okay. I can go through each rotation and un-nest the Framelocks. I'll also move the Guard stuff to pre-combat for tank routines. This will take a bit, so I'll post back here when I've committed the update.
Update: I moved (and added) Guard to the pre-Combat section of all Tank routines. I un-nested the Framelocking. Now Framelocking only takes place within the routine components (Combat, Cooldowns, AoE, Heal). Please update from SVN.
Framelocks execute a bit of code in 1 frame. You have to use them carefully or you will get crappy framerate
Ama, I am really concerned with un-nesting them, even though I see it's the right thing to do. Before I framelocked anything, we had so many issues with routines getting "stuck" on one thing. For example, the healer routine would get stuck doing DPS and never move back to healing. Similarly, the Guardian routines specifically would ignore the Spell.WaitforCast call and interrupt Master Strike (the most important and high-damage move they have). I trust your instinct here, I'm just letting you know why I framelocked the PvERotation section in the first place.
Idk, Im not totally sure nesting them gives much advantage over wrapping the rotation in a framelock I also tried out healing last week and was having some serious fps issues that were not there before. I definitely want to keep framelocks, but I need to study up on where the best place for them is.
Hey Ama, im really curious if you are running a different build in PVP then PVE... Cause are there PVP routines in Pure? I Really would love to see this to be the all in one combat routine... Also would it be a suggestion to build a plugin for leveling, where the plugin would automatically build the discipline path in 3.0 and forward?
Pure already has a PvP rotation function, it's just never used. Right now, the PvP Rotation just points it to the PvE rotation.
I was just using the normal Pure, nothing special. All of the PVP rotations in pure just return the PVE rotation. There is room for pvp support, but other crap to fix too. I tried doing a warzone as healer and it was epic fail, didnt cast at all. So there are some things I have to look at and I have some ideas. I think my top priority right now is just looking at hangs and reloads. Onces I get those figured out, I think they will solve our pvp woes and we can actually think about pvp rotations.
Stability first! So if i want to get full pvp support i have to tinker around in the routine (might as well wait for it till 3.0) Btw isnt there a possibility when the bot detects a stealthed unit, it casts for instance knockback / instant area effect? I Dont know at what range a stealthed unit is being detected, but maybe its a solution? Maybe the bot hangs at the part, it wants to select the target, but cant?
I don't know any of those answers yet. If you wanna screw around with some pvp rotations, just look for this in the class.. PHP: public override Composite PVPRotation { get { return PVERotation; } } I messed around with pvp a little in wow and I noticed that stealthed units were detected by the bot way before they were actually visible to the player. It could be the case with BW too, but I have not checked it at all.
I think you are right. Someone made me a simple dumper, and i could dump anything in a radius from a few meters away to shitfar away. i think the bot detects the player in 'aggro-range' tries to target it, but just... cant. It may has to do with ingame when someone goes stealth it disappears from your targeted player/npc (untarget). Maybe if you talk to Aevitas about it, if there is a possibility for a failsafe or something? Ignore mob if not in attack range of if in attack range but not clickable, use area effect, if still not ignore. Maybe this works for the shitload HLL errors a stealthed mob gives.
After trials, i haven't had a single hang or stoppage of the combat bot so far, playing on operative, which is great news. I ll try my other classes as well, and report back. Scratch that, i just had my first bot stoppage mid fight. Will keep testing.
Ama, since I can't post in the poll I will post here. I never played a stealth class. However the routine would certainly break against marauders/sentinels once they "vanished", operatives and assasins!
I also do notice some other bots which are probably made by clicker software that are cloaked near the chests and when the chest appears they pick it up and move to stealth again. Guess someone is doing this for 10k per hour lol I think they are also breaking my unpure routine with that. I grind nearby. Saw them on different planets.