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 EQ2MegaBot v2.6 - Buff Bot AND HUNTER BOT! Discussion Thread : EverQuest 2 Premium Discussions - Page 6
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Posted: August 12th, 2005, 2:15 pm
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altus1
altus1's Reps:
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hey rich,
I know you mentioned in a previous post that you were about to go on holiday soon, do you have any plans to release 2.7 anytime soon?
thanks,
alt
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Posted: August 13th, 2005, 4:34 am
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richyrich
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tldtms (!empty($user->lang['WROTE'])) ? $user->lang['WROTE'] : ucwords(strtolower(str_replace('_', ' ', 'WROTE'))): Hi Rich,
Again great work. However (Dont you hate that) it seems when using SAMESPOT mode, it thinks its stuck, so after every mob I kill, and after recovery mode, it says stuck, and turns and jumps. Not sure whats going on here.
I have tested SAMESPOT over and over and can't make this happen. Try the 2.7 just released and tell me how it works for you - new logic for SAMESPOT to test anyway.
Rich
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Posted: August 13th, 2005, 4:36 am
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richyrich
richyrich's Reps:
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darkforce39 (!empty($user->lang['WROTE'])) ? $user->lang['WROTE'] : ucwords(strtolower(str_replace('_', ' ', 'WROTE'))): I use just about every script / plugin that is available on this site (getting my moneys worth!) and I can definately say this is one of my favorites. I play a level 40ish Guardian and was having some trouble getting the pulling to work the way I wanted. After some tweaking and taking away the bow and going with the "Anger" taunt everything is working great. It ran for about 8 hours yesterday without any assistance from me.
I Have a few suggestions if your interested, don't konw if they can be fixed, but figured I'd give my 2 copper.
1) Looting work pretty well if I use the Loot.xml and angle my head down so I'm at about a 45degree angle looking down. If I don't do this about 50% of the loot is not retrieved, because the mouse clicks will stop just above or just to the left or right of what I want to loot. Would it be possible for the bot to change view angels when looting (looking up or down)? Or would it be possible to increase the range the mouse clicks cover vertically / horizontally?
2) Since I'm a Guardian I don't have any long range pulls except maybe Anger if you can call it long range. Because of this I pretty much have to be in the mobs nuts to pull it. This is fine for non-aggro mobs, but aggro ones will 9 out of 10 times jump me. This obviously stops the run back to safe spot routine. Which is actually ok, no biggy stand there and kill mob fine by me. But after the mob is dead, the bot doesn't always seem to return back to the safe spot. Instead he looks for new mobs to fight from the new location and not the original safe spot. Is it possible to have the bot always try to return back to the safe spot after the encounter is over? An alternative would be to use the new location, but to use the location of the original safespot when determing the distance of new mobs to fight. For example my original safespot was 140,0,180 the bot looks for mobs to pull and finds one 20 locs away. Bot moves to new location, fights mobs (stays there because of above reason). Now the bot looks for more mobs. Instead of using the new location to calculate distance checks, the bot will still use the original loc. Heh, I must admit this could be the way it works already, but to me it seems my bot drifts slowly further and further away from my "Golden Safespot"
3) Frequently I will turn the bot on "SameSpot" mode and give him some arrows and let him pull mobs to him. This works prety well if i'm only going to have the bot for a short time or I"m going to monitor the bot while doing something else. When I do this, I usually place the bot next to a mountain or something else that provides safe back cover. I recommend adding a INI variable that will prevent the bot from looking around 360 degrees, but limit the scan to 180 degrees. That way the bot doesn't search for mobs behind him, where obviously only a mountain is. This would also help the bot look more lifelike. I'm also curious, if the turning is actually necessary or if it was designed to make the bot look more life like to begin with. Perhaps you could add a INI to limit or stop the turning all together. To me it looks funny if you seem some char turning in circles over and over looking for mobs (assuming no mobs are up to fight at that moment). Maybe you have the turning configured so that you will not get "can't see targe messages", which is understandable. But couldn't you do the distance checks without turning? then after finding a valid mob to fight (within range, and level reqs) you then turn to fight mob?
There were more things I had thought of yesterday but i'm at work doing this from memory.
Overall this is a fantastic bot and I will be using it for quite some time to come. Great Work!!!
I have revised SAMESPOT in the just released v2.7 so it will only turn to face the closests con which you can attack and won't randomly turn - will fix your last issue here and keep the bot from turning in circles when nothing is in range to fight - much "smarter" about it.
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Posted: August 13th, 2005, 4:38 am
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richyrich
richyrich's Reps:
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richyrich (!empty($user->lang['WROTE'])) ? $user->lang['WROTE'] : ucwords(strtolower(str_replace('_', ' ', 'WROTE'))): bitflux (!empty($user->lang['WROTE'])) ? $user->lang['WROTE'] : ucwords(strtolower(str_replace('_', ' ', 'WROTE'))): Rich I was having some problems with the offencive bot's pulling script. Basically I have tried every combination of game options and it still did funny things.
for most of the settings, including the one i prefure to play with, it would go out and pull, but then on return it would run all over the place trying to get back to the safespot.
I had tried all combinations of controls > avatar reletive/veiw relitive along with combat autoface camera/avatar.
I finaly figured it out. My pull spell was ranged attack, thus entering it in combat and jacking up all the cameras. Hunterbot is not designed to pull with bow This is a little bit of a problem for me, sense gaurdians only get one ranged spell that doesnt put them in combat mode, which is Anger. the range on Anger is really short too. Once i made this change it is working much better.
I just wanted to let everyone know, dont pull with ranged attack or anything that enters you in combat mode. Hopefuly Rich will come up with another clever fix for this in 2.7 Yeah... I never have used a bow with my many chars... my bro-in-law, surfboard, found this problem a few weeks ago while testing for me... I have a char now that pulls with a bow that I'm building up and I'll test it out and find a fix for 2.7... stay tuned
Bows (and all weapons that use the Range function to pull) is working nicely in v2.7. Look at the release notes and make sure you set the INI vars to match your pull type. Love some feedback!
Rich
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Posted: August 13th, 2005, 4:40 am
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richyrich
richyrich's Reps:
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altus1 (!empty($user->lang['WROTE'])) ? $user->lang['WROTE'] : ucwords(strtolower(str_replace('_', ' ', 'WROTE'))): hey rich, I know you mentioned in a previous post that you were about to go on holiday soon, do you have any plans to release 2.7 anytime soon? thanks, alt
Actually I'm on holiday/vacation right now! Such dedication - releasing 2.7 RIGHT NOW!
Look in the forums for the new thread with the download.
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Posted: August 13th, 2005, 4:42 am
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richyrich
richyrich's Reps:
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***************
v2.7 has been released. You can read about all the things fixed in the last few days of posts and in the release notes. Check it out in the forums until it goes sticky
Wyv or ADMIN - can you make 2.6 UNsticky and make 2.7 STICKY.
Thanks,
Rich
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Posted: August 13th, 2005, 7:54 am
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altus1
altus1's Reps:
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very cool - thanks rich! Now get away from the computer and go outside for some fun!
alt
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Posted: August 17th, 2005, 4:46 pm
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magifyre
magifyre's Reps:
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Hi, I just downloaded this script and I've been playing with it. My character is a wizard, so as you can imagine, running up to exp mobs and meleeing them wouldnt be the most fruitious endeavor. So what I was wondering is if it would be possible to tell the bot to pull with root, then start debuffing/nuking. I went through the INI file, and I didnt see anything that looked like it would do this in there, but I could have missed it, thanks in advance!
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Posted: August 18th, 2005, 5:36 pm
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richyrich
richyrich's Reps:
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Sure thing! It is flexible enough to set it up ANY way you fight.
You would set InitialCombatSequence1STR to your root (which would be your "pull" spell)
You could then use PerMobCombatSequence1STR for your debuffs on each mob and then CombatSequence1STR for the regular fight sequence.
Since you are rooting, you might not want to use PullToSafeSpot as you would run away from the rooted mob. Just set it to false and it will not run back to fight.
Good luck!
Rich
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