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 EQ2 UltraBot 2.x Hunter, Buff and Harvest bot, Discussion : EverQuest 2 Premium Discussions - Page 16
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Posted: February 8th, 2006, 11:15 am
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wyvernx
Total Posts: 6718
Joined: May 1st, 2004, 4:00 am
wyvernx's Reps: 21
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For chests.. if it loots the mob doesnt the mob dissappear? If you loot the chest doesnt it dissappear?
If so, you can loot, and see if it dissappears. Same for the mob. You can then determine which one you looted. I mean if you loot and the chest is still there you havnt gotten it yet?
Or what about trying to loot 2 times?
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Posted: February 8th, 2006, 11:17 am
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austinlh2
austinlh2's Reps:
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loraik (!empty($user->lang['WROTE'])) ? $user->lang['WROTE'] : ucwords(strtolower(str_replace('_', ' ', 'WROTE'))): I am having that issue also only last night he just took off across the zone on his own.. Very strange...
Also anyone else haveing problems with pets showing up in group member window? I can't get them to show in any of my bots since patch.
Loraik
I've had this happen about once or twice a week for about as long as I can remember using this bot. It seems to be caused by the XUnleashed client loosing connection to the server while bot is in the process of running to a mob. I don't think anything can be done about this unless they removed the connection check from the XU client thereby not causing scripts to crash when they dont see the server. Just by looking at it when you first load the XU client instead of say every 5 minutes or whatever the time check is would prevent this from happening. Probably wont be changed though... script crashes caused from this are a major headache and have been for a couple years now at least. I dont see things changing.
As for pets not showing up in the grp window that was messed up with LU19 when they changed how pets are named. You should still be able to see pets health below your name in the window though. I haven't tried the 2.2a yet it might have been fixed in that version. It doesn't affect functionality though. Script will run fine without pet name up there.
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Posted: February 8th, 2006, 11:23 am
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loraik
loraik's Reps:
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No I am using 2.2a now and it isn't seeing the pet on any of my 3 puters, I can see pet health np but healer bot can't see to heal him, might want to update that Slamm if it is on your side.
I will get you that log tonight Slamm, he does it 100% of the time so not an issue making it happen.
Loraik
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Posted: February 8th, 2006, 11:29 am
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austinlh2
austinlh2's Reps:
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wyvernx (!empty($user->lang['WROTE'])) ? $user->lang['WROTE'] : ucwords(strtolower(str_replace('_', ' ', 'WROTE'))): For chests.. if it loots the mob doesnt the mob dissappear? If you loot the chest doesnt it dissappear?
If so, you can loot, and see if it dissappears. Same for the mob. You can then determine which one you looted. I mean if you loot and the chest is still there you havnt gotten it yet?
Or what about trying to loot 2 times?
Running the scans for loot slows down the bot considerably, especially if they have HT enabled and don't know about processor affinity. Seems like it would just be easier to turn on corpse looting as well in the ini that way you are sure to get the chest.
It would be nice though if in the scan it could tell it already tried to loot something and had a lore item from the fight before and not to loot it again. I don't see a way for this to be done though /shrug
One question... what exactly is it doing when it loads the loot list? Checking for loot within a given proximity? Is there any way to shrink this proximity if so? I notice in some zones the loot list is over 150 and some its under 50. The average seems to be around 70ish though. Just trying to speed up things a bit. Bot wastes so much time looting... it takes longer to loot than it does to kill the mobs.
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Posted: February 8th, 2006, 1:01 pm
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wyvernx
Total Posts: 6718
Joined: May 1st, 2004, 4:00 am
wyvernx's Reps: 21
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Eventually, I'll get mem locs for corpse/chest positions on the screen as well as their inventory after clicked to even see if you want to loot them or not.
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Posted: February 8th, 2006, 1:54 pm
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austinlh2
austinlh2's Reps:
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wyvernx (!empty($user->lang['WROTE'])) ? $user->lang['WROTE'] : ucwords(strtolower(str_replace('_', ' ', 'WROTE'))): Eventually, I'll get mem locs for corpse/chest positions on the screen as well as their inventory after clicked to even see if you want to loot them or not.
That would be great! I can't wait!!! 8D
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Posted: February 8th, 2006, 3:13 pm
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austinlh2
austinlh2's Reps:
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Been running the new 2.2a today. Thanks for adding the pet protect me Slam666. It's working great. Saved me a couple times already from a roaming named.
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Posted: February 8th, 2006, 3:31 pm
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slam666
Total Posts: 1184
Location: Quebec, Canada
Joined: April 21st, 2005, 7:30 am
slam666's Reps: 1
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heidrickla (!empty($user->lang['WROTE'])) ? $user->lang['WROTE'] : ucwords(strtolower(str_replace('_', ' ', 'WROTE'))): Been running the new 2.2a today. Thanks for adding the pet protect me Slam666. It's working great. Saved me a couple times already from a roaming named.
Your welcome.
_________________
Slam666
Author of EQ2Ultrabot, NOW WITH CRAFTING!!!
Read this before asking for help
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Posted: February 8th, 2006, 5:48 pm
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wyvernx
Total Posts: 6718
Joined: May 1st, 2004, 4:00 am
wyvernx's Reps: 21
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I"m trying to track down some bugs. Mainly a pause/delay timer that is getting called. It will fight a mob and go into recover then run to a waypoint and just sit there for about a minute.
Other bug is it will run to a mob cast the pre mob attack STR, then it will try to go to a next waypoint with out attacking the mob.
Further in BUFFBOT mode you should look for the main player and see if he is in attack mode to determine if combat is still going on.
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Posted: February 9th, 2006, 5:09 am
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stovokor
stovokor's Reps:
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(!empty($user->lang['QUOTE'])) ? $user->lang['QUOTE'] : ucwords(strtolower(str_replace('_', ' ', 'QUOTE'))): Mainly a pause/delay timer that is getting called. It will fight a mob and go into recover then run to a waypoint and just sit there for about a minute.
Other bug is it will run to a mob cast the pre mob attack STR, then it will try to go to a next waypoint with out attacking the mob.
I have seen this as well - it appears that the waypoint order is getting 'confused' / reset.
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Posted: February 9th, 2006, 5:39 am
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slam666
Total Posts: 1184
Location: Quebec, Canada
Joined: April 21st, 2005, 7:30 am
slam666's Reps: 1
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wyvernx (!empty($user->lang['WROTE'])) ? $user->lang['WROTE'] : ucwords(strtolower(str_replace('_', ' ', 'WROTE'))): I"m trying to track down some bugs. Mainly a pause/delay timer that is getting called. It will fight a mob and go into recover then run to a waypoint and just sit there for about a minute.
Other bug is it will run to a mob cast the pre mob attack STR, then it will try to go to a next waypoint with out attacking the mob.
Further in BUFFBOT mode you should look for the main player and see if he is in attack mode to determine if combat is still going on.
Ok will check waypoint navigation.
One thing for sure is there is a delay for each waypoint that you can set in the ini file. So if you set it to wait 60 second at waypoint it will.
I also did some modification on how the log file was read, there was some problem with damage message not getting read properly. Will post new code soon.
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Posted: February 9th, 2006, 11:37 am
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wyvernx
Total Posts: 6718
Joined: May 1st, 2004, 4:00 am
wyvernx's Reps: 21
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You might add some status messagse like No Mobs in area, waiting at waypoint or something.
But I think I saw a mob when it was happening. I will have to double check that.
Also you shoud rally consider adding a RandomWaypointOffset variable. So that the bot does not hit the exact same waypoint every time. I did this in my harvester when I made it (way back when it was version 1, lol).
Basically you go to a waypoint with +/- a random offset parameter to the X and Y. Ie take X subtract RandomWaypointOffest then add back in a RND(RandomWaypointOffset*2)
That way with a decent offset you are just comeing back to the "area" of the waypoint nothitting it dead on.
Also, in your waypoints, please let -1 for the direction be dont face a direction. I hate the bot facing a direction just because it hits a waypoint. And doing it every time it comes back to it.
I dont rememebr, but dont go back to the waypoint if there is another mob in range, just go directly to that mob.
I wish I had time to help ya edit it, cuz there is alot of good logic in the harvester nav code that could be applied here to this script.
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Posted: February 9th, 2006, 12:10 pm
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loraik
loraik's Reps:
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Maybe the reason it faces the direction of the waypoint recording is because in NAVLOOP like in RL you would come to a point facing the mobs (IE in PoF tons of mobs sit in the same spot) you wouldn't just wonderup near them, botishly turn left without looking at them mid pull would you?
Loraik
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Posted: February 9th, 2006, 3:08 pm
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wyvernx
Total Posts: 6718
Joined: May 1st, 2004, 4:00 am
wyvernx's Reps: 21
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Actually you would. I come up to a point then turn to the mob i want to attack. Not come up to a point, face a direction, THEN face the mobs.
But all I'm suggesting is an option to NOT use the face direction on a point for people like me that just face the mobs they want to attack not a direction before i start looking for mobs.
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Posted: February 9th, 2006, 4:09 pm
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loraik
loraik's Reps:
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Hmm the way my pathing works is I come up to the mobs facing them, well I make my pathing look as close to RL as possible because if you don't run up facing the mobs how would you know they were there! But I supose if you were in a dungeon or smaller confines you would run up, stop and turn. Guess that is just play style.
Loraik
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