Have you looked into Altec's CR or perhaps even CLU for PVP? I am unsure whether or not they have the check for this, but it's worth a shot. I don't know any programming but is there an if/and check to notice whether the current combat has attackers behind? What is the action once that if is satisfied? Attached is another log. At the end I found a combat situation where the CR didn't turn around to attack the mob behind him. Hope this helps you
I have also noticed that, with this edition, if Shadowstep is on c/d, the rogue will stealth then unstealth. Regardless of whether it is on c/d the rogue should stealth and complete its action instead of wasting the stealth. Also, I don't see it doing cheapshot anymore. Stealth, and looks to mutilate right out of stealth. Is this intended?
This is true, tho in a PvP scenario it should do a check for class if possible? Hardly need to dismantle casters. Also to specify further, Shuriken Toss replaces throw. And has double dmg if the target is more then 10y away and builds CP. Would be nice to see it utilized in No stealth scenarios for that extra burst. Burst of speed 4 sec Sprint, removes root and snares and uses energy. Great for closing gaps if getting kited, i prefer it over shadowstep.
I'm not sure what you mean, I could filter the list of enemies for a count of enemies behind me, but what would you want it to do? The latest change I did to auras, in an attempt to filter auras that have dropped off, I may have broke stealth detection.... class check is possible but if it's like cata then disarming a caster/healer reduces their spell power by a crap load. Thanks for the info, I still don't support pvp yet but I'm hoping to add it in this weekend.
What i was trying to get at was; Is there a better way to detect when you have a mob behind you during combat? Not sure what you're using right now (Singular is really good at it, having tested the routine out a bit too). -shrugs- I like what you're doing and keep it up
I don't check it at all :S all I check is if I'm facing the target. I've got the flu so I may not be thinking clearly but the only reason I can think of for detecting that is to walk backwards to herd the mob?
Liking this so far, thanks to original author and to you for great modz. Does the bot use Preparation, I havent seen it use it yet would be good for when lots of adds double evasion etc. Also any chance of an option to disable pickpocketing?
Looking forward to the addition of the new talents However i have noticed that in the last release. The char doesn't recognize the range of the target i think? I seem to spin around the target like 5-10 times before i use an ability?
I have seen this repeatedly as well. I ran your CR overnight on a farm profile and worked quite well (other than that). Also something to set up. When it uses AOE have it start an auto attack on a focused mob right away instead of ~5 seconds in or so. This at least DPSs the mob down while constantly using energy for Fan of Knives. Have a GUI option to disable using Stealth all the time, as a suggestion? Have a GUI option for opener (Cheap Shot, Garrote, Ambush, Mutilate)? The second one is not a big deal (though nice) but the first one definitely can be useful (low level farming and such?) Getting the core functionality obviously is what is necessary at this time, but just having a few more options might make for better customization (if that is your intent). Keep up the good work man!
That's the one thing that I miss with most CC's here, there are to few GUI options I would prefer that just about every ability had a GUI Option. You just cant have 2 many GUI options in my opinion! But then again, I don't really know how much work it takes to make them.
For me, with a little bit of server lag it does slow it down a little. and the mob they pick pocketing will often see through the stealth before opener gets off. Also on a couple of occasions the routine has tried to pickpocket a green beast. Just constantly looping around the animal in stealth. Just nice to have the least amount of things that can go wrong! Really liking this class though so far. Anyone else notice sometimes it will start moving onto the next target before looting, it quickly runs back to loot but it just looks a bit sus. maybe its just my profile
The looping is the CR, and I am sure will be updated once the author reads this As for disabling stealth for lag-related issues; yeah I can see that slowing/confusing the CR a bit. That is HB and not the CR I believe. Anything that does not involve pre-combat/combat is up to HB to handle. OP, am I correct in this?
Done some further testing with the latest release. It doesn't seem to use defensive CD's. Combat Readiness, Evasion, smoke bomb, feint. Or very rarely at least. Also would like to see it use Shiv with leeching poison, since its a 5% instant heal, on a 10 sec cd. Using gouge when kick is on CD on casts would be a nice little touch as well. I am just bangen em out here
Bg version is gonna be at least a few days...I've been slacking. My code for preventing the circling of targets is only inside the combat logic. It works by a move stop command and I've noticed if there's a move stop command given as the bots moving towards a new target to pull, the bot stares off into space...I need to do some more testing about that... If it's still doing it on the next update can you give me a log and the approximate time it happened? I need to rewrite my logging...there is a couple things that could have been causing it...I think I'll be able to fix it by using a regular move to on the pull instead of using my move behind. I'm confused, it should be single targeting one mob and only using FoK in place of Sinister Strike :S I'm adding shadow walk so hopefully at least one a minute will be successful. This shouldn't have anything to do with the pickpocket since i force a return RunStatus.Failure; the CR should ignore whether pickpocket was done or not. I'm hoping it's just the move behind bug. The pickpocket does slow it down a bit though, I'll add a toggle in the gui later. I could add a move stop when you leave combat but if it happens during a botbases moveto for a pull I think it will cause the bot to pause. I'll add this to my todo list but it will probably take me a while to get to it and testing will be a pain... It depends. It may be moving to the next target because my targeting had it as a tracked mob: Code: mNearbyEnemyUnits = ObjectManager.GetObjectsOfType<WoWUnit>(true, false) .Where(unit => unit.IsAlive && !unit.IsNonCombatPet && !unit.IsCritter && (unit.IsTargetingMeOrPet || unit.IsTargetingMyPartyMember || unit.IsTargetingMyRaidMember || unit.IsTargetingAnyMinion || unit == Styx.CommonBot.POI.BotPoi.Current.AsObject || unit.IsPlayer || unit == botBaseUnit || unit.TaggedByMe) && unit.Distance <= 40 && !(unit.IsFlying || unit.Distance2DSqr < 3 * 3 && System.Math.Abs(Helpers.Rogue.me.Z - unit.Z) >= 3) && !unit.IsFriendly) .OrderBy(unit => unit.Distance).ToList(); If the bot wasn't running purposefully to the next pull but was just running in general then that's what I was thinking about in my response to him, I think it's from the mob dieing during a move to. But there's also a HB bug that's been around forever, not sure if it's been fixed, it just takes the botbase a second to see the loot appear so it goes running to the next poi. Defensive CD's activate at 75% life, I forgot about smokebomb and feint though. Shiv does work with leeching poison but only below 40% life; I'm guessing I should bring it up to 75%?. It actually uses kick, kidneyshot and gouge when it attempting to intterupt. Although gouge was only set to Holy or Nature spells to stop epe. If you can think of when I should trigger cooldowns, please let me know. Adding to todo list: Preparation, double evasion when under 50% life or on 4 or more adds in melee range? smoke bomb, feint (when?) GUI options for disable pickpocketing, Stealth all the time Running away before loot Fix Problem with flying and freakishly tall mobs... edit: XD damn it, my fix isn't working...it wasn't getting stuck for me before because shadowstep...I can put a heavy footed movestop to fix it but I would rather not...also ran into the facing problem...I'm gonna try a few things... edit edit: I reworked the stop code to be based off of north, east, west, south and I moved around the facing code. Still chasing mobs because of a lag in melee range but at least I'm not circling them now... edit edit edit: new version on svn, will upload to main thread after some testing. New experimental code for walking backwards if you have adds on your back... edit edit edit edit: I've been kind of stuck on some movement/pull issues, hopefully I'll upload a new version with a pretty big overhaul in a day or two...
Any further work put into this? I haven't really been using it for grinding/instancing. Been mainly farming and afk so I haven't watched closely. I have not seen any combat-related errors pop up (this is good!).