Roger that. If I had a scrapper instead of an op, I would have known vital was a bleed instead of a poison. SVN updated. It shouldn't spam now.
It already was bleed in those... No idea why you changed it. The ops and scoundrel CR Were already updated and tested by me... Can't check what you did now since i am not at home till next week
OK. Give it a try and let me know what you think. They should be vastly improved. I rewrote them from scratch so that's why I didn't see what you had there.
So I pulled your original post Aquintis from the Joe 2.0 thread and this wasn't in the CR that was in the code. It was a butchered version. There are comments that Adude made changes to it. And you responding to him about that. It was not functional as it was. So, if you could - please compare your version to my version and perhaps we can combine the two into an even better build. My version is for use with a tank companion and plays the class as I would expect it to be played (run up in stealth and burst down targets). Yours may be better for grinding than the concept I coded. We need to test the two using some form of measurement (like avg credit/hr over 10 hours using the same grind/gear/character or something) and find out what works better for botting. You need to register and have one post to see spoilers! Edit: replaced CODE with spoiler tags to shorten scrolling in this thread
I changed some things with looting today. Let me know if you have any issues. I'm hoping it removes the errors related to object's not existing.
I just tested one of the Trooper routines on three accounts over a six hour period, and I would like to point out one thing: You guys are friggin' awesome! With all of your improvements, fixes, and additions, this has to be the smoothest BW combat routine I've ever used by a wide margin. Beyond the uncontrollable nav server delays, you seem to have fixed the majority of common problems that slow down or freeze the bot on a regular basis with other routines. So thank you kindly; your work here is much appreciated. Cheers, -D
Wait till we start are own 100% project after this is working well. We just wanted a routine that everyone can use and show EVERYONE that BuddyWing isn't a bad product but sour community. All feedback that is POSITIVE is welcome!
JNP, We spoke about TK sage in another thread and you asked me what I thought of your routine (but i hadn't tested it yet at the time). I'm testing it today and I have some notes that would probably help with the routine... it's not following a very optimal rotation right now and it does a few odd things you may wish to iron out. Would you prefer notes here or via PM in your inbox?
PM or put here if related to combat routine! WE LOVE FEEDBACK since no one gives any besides you and my 10 accounts !
I'll write up a breakdown tomorrow. I've been drinking a touch tonight and I don't want to make any mistakes you decide to run with
JNP make some break through with object errors we believe. You will no longer loot random/harvest enemeys that you did NOT KILL! Also new targeting has been enhanced! PLEASE GIVE FEEDBACK I AM FUCKING BEGGING YOU FFS! CRIKEY EVEN WHEN THEY UNMUTE YOU EVEN! You all complain about this bot not working well and NONE of you give FEEDBACK!(Jests this is not you) I see you all complain about the NAV server so give me some positive feedback!
WALTER, PLAYED WITH MY TROOPER TODAY! worked really well - only change with gunnery spec would be to cast sticky grenade as an opener and more often during the fight and if targets get in melee range use stockstrike when up.... other than that, friokking awesome! will try some heal and assault sepcialist over the weekend
Hi Walter, Per Trooper/Vanguard/Assault Spec: As stated above, moving Stockstrike higher on the priority list for close combat would make sense; I'm not sure mine is really used, and it's one of our best abilities (the Assault build grants it extra damage). This should be used every time an enemy is within 4 meters and it's up (after High Impact Bolt). Sometimes after Harpoon Pull, the character will stand out of range not attacking (attempting close combat attacks I think) while the companion kills the first mob. After this, he runs back into the fray. That's all so far. The spec really does run beautifully in spite of the issues mentioned above. I'll let you know if I catch any other obvious issues. Cheers, -D
I will look into commando and tweak tomorrow when I can test. I updated with more stock strikes and proc for high impact bolt, hoping it goes off correctly now. I fixed harpoon to move to target also so hope that helps with delays. (btw I testing this on a powertech god damn rebels)
It's still ignoring Stockstrike; it's possibly a range issue. I'm testing a few adjustments, and if they pan out I'll post the changes here. EDIT In MercHelpers.cs on line 814, I fixed a typo. Corrected:
I will check that line make sure it is correct. Also stockstrike is set for a distance if they are close. Tweak as needed and post here. I will add whatever works best! Everything should be chill in merchelper just double checked!
EDIT : Ability issues resolved as outlined below. Now we just have to figure out why the character doesn't fight after the first Harpoon pull and occasionally after other pulls. DOUBLE EDIT! YEAH! : Actually, the character sometimes pauses after Harpoon pull, not immediately running into combat range after the first kill. I noted earlier that he will in fact engage after approximately 10 seconds, so something was slowing him down.
Hi Walter, I made some changes which seemed to both fix the Stockstrike issue and added Full Auto into the rotation: I changed all instances of "Stock Strike" to "Stockstrike". It simply wasn't recognizing the ability! In VanguardASCombat(), I decreased the MoveTo distance from 5 meters to 3 meters and the Stockstrike check to 4 meters, since 4 meters is the ability's maximum range. I added Full Auto to the VanguardASCombat() priority list, and changed Sticky Grenade's priority location in TrooperCombat() From VanguardASCombat(): Code: if (!CT.InCombat) { MercCast("Harpoon"); while (CT.Distance > .8f) MoveTo(CT, .3f); MercCast("Sticky Grenade"); MercCast("Ion Pulse", RS >= 40); } if (CT.InCombat) { while (CT.Distance > .8f) MoveTo(CT, .3f); if (MercCast("Battle Focus", !MyBuffs.Contains("Battle Focus"))) return; if (MercCast("Assault Plastique")) return; if (MercCast("High Impact Bolt", CTDebuffs.Contains("Burning (Tech)"))) return; if (MercCast("Stockstrike", TD <= .4f)) return; if (MercCast("Sticky Grenade")) return; if (MercCast("Full Auto", RS >= 50)) return; // NEW if (MercCast("Ion Pulse", RS >= 30 && TD <= .8f)) return; if (MercCast("High Impact Bolt", MyBuffs.Contains("Prototype Particle Accelerator"))) return; if (MercCast("Stockstrike", TD <= .4f)) return; if (MercCast("High Impact Bolt")) return; if (MercCast("Stockstrike", TD <= .4f)) return; if (MercCast("Cryo Grenade", HP <= 70)) return; if (MercCast("Incendiary Round", RS >= 50)) return; if (MercCast("High Impact Bolt", MyBuffs.Contains("Burning (Tech)"))) return; if (MercCast("Stockstrike", TD <= .4f)) return; From TrooperCombat(): Code: //**Defensive** if (HP <= 30) UseMedPackInInventory(); if (MercCast("Recharge Cells", RS <= 80f)) return; if (MercCast("Tenacity", Me.IsStunned)) return; if (MercCast("Cyro Grenade", (TC || TD <= .5f) && StrongOrGreater(CT))) return; if (MercCast("Explosive Round", RS >= 50f)) return; if (MercCast("High Impact Bolt")) return; if (MercCast("Stockstrike", TD <= .4f)) return; if (MercCast("Sticky Grenade")) return; Now we just have to figure out why the character sometimes waits before initiating combat. Cheers, -D