Pretty Sick of "waiting on aggressive enemies"

Runes of Magic/Radiant Arcana (http://www.runesofmagic.com)
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lisa
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Re: Pretty Sick of "waiting on aggressive enemies"

#21 Post by lisa » Mon Sep 17, 2012 6:47 pm

maybe turn on debugging to see what is happening, it could literally be anything, might need to add in some prints aswell.

i.e.
It is doing onleavecombat code repeatedly as it thinks it leaves combat when ignoring the player.Battling.

It gets stuck in an infinate loop as player.Battling stays true but there is nothing to kill as it is some weird event putting you in combat.

There is some mob doing aoe but targeting another player, who is not killing it, just leveling up weapon skills (try making antiks false, then have the other player scream at you lol) or maybe true, it's probably true.

Maybe the incombat address has changed and the bot thinks it is always in combat lol
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top1
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Re: Pretty Sick of "waiting on aggressive enemies"

#22 Post by top1 » Wed Sep 19, 2012 12:46 am

the same problem appears in the upper guard dog area. The confusion of the bot always starts when the NPC's appearing which are fighting the mobs in the area.
Adding them on the friendlist doesnt help :/ I'll try to figure out more...

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lisa
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Re: Pretty Sick of "waiting on aggressive enemies"

#23 Post by lisa » Wed Sep 19, 2012 1:09 am

top1 wrote:the same problem appears in the upper guard dog area. The confusion of the bot always starts when the NPC's appearing which are fighting the mobs in the area.
Adding them on the friendlist doesnt help :/ I'll try to figure out more...
for now just set party to true and antiKS to false, should work fine in that area with those 2 settings.
Remember no matter you do in life to always have a little fun while you are at it ;)

wiki here http://www.solarstrike.net/wiki/index.php?title=Manual

romaniac
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Re: Pretty Sick of "waiting on aggressive enemies"

#24 Post by romaniac » Thu Sep 20, 2012 4:41 am

lisa wrote:maybe turn on debugging to see what is happening, it could literally be anything, might need to add in some prints aswell.
Ok, this time I caught it with debuggin enabled.

Code: Select all

Wir gehen zum Wegpunkt #74, (3496, 2578)
[DEBUG] 0 target dist > MAX_TARGET_DIST
nicht Weiterlaufen: noch ein Ziel gefunden
Wir greifen den Gegner 'Aufwallender Elementar' an.
Bewegung zu | Soll Entfernung: 150 | Ist: 190
Drücke MACRO: MAGE_THUNDERSTORM   =>   Aufwallender Elementar (0/17654)
Kampf beendet. 1 Aufwallender Elementar getötet. (Kampf #10 / Laufzeit 22468894
Minuten)
[DEBUG] 1098004224 target dist > MAX_TARGET_DIST with battling from other mob
Lösche Ziel.
[DEBUG] FightStartX 3565.5744628906 FightStartZ 2591.720703125
[DEBUG] dir_FS->WP rad -2.947 dir_FS->FE rad -3.047
[DEBUG] Line FS->WP / FS->FE: angleDif rad 0.100 grad 5
[DEBUG] We (would) pass(ed) wp #74 (dist 70.9) in a dist of 7 (skip at 100)
Wir greifen den Gegner 'Aufwallender Elementar' an.
Drücke MACRO: MAGE_ELECTROSTATIC_C=>   Aufwallender Elementar (2860/17654)
Drücke MACRO: MAGE_THUNDERSTORM   =>   Aufwallender Elementar (2860/17654)
Drücke MACRO: MAGE_FIREBALL       =>   Aufwallender Elementar (2860/17654)
Drücke MACRO: PRIEST_RISING_TIDE   =>   * Cast gescheitert *
Kampf beendet. 2 Aufwallender Elementar getötet. (Kampf #11 / Laufzeit 22468894
Minuten)
Lösche Ziel.
Wir gehen zum Wegpunkt #74, (3496, 2578)
[DEBUG] 0 target dist > MAX_TARGET_DIST
Wir gehen zum Wegpunkt #75, (3436, 2569)
Stoppe Wegpunkt: Ziel gefunden.
Wir greifen den Gegner 'Aufwallender Elementar' an.
Bewegung zu | Soll Entfernung: 150 | Ist: 185
Drücke MACRO: MAGE_THUNDERSTORM   =>   Aufwallender Elementar (0/17654)
Kampf beendet. 3 Aufwallender Elementar getötet. (Kampf #12 / Laufzeit 22468894
Minuten)
[DEBUG] 960815360 target dist > MAX_TARGET_DIST with battling from other mob
Lösche Ziel.
[DEBUG] FightStartX 3458.3178710938 FightStartZ 2571.2150878906
[DEBUG] dir_FS->WP rad -3.043 dir_FS->FE rad -2.716
[DEBUG] Line FS->WP / FS->FE: angleDif rad 0.327 grad 18
[DEBUG] We (would) pass(ed) wp #75 (dist 22.4) in a dist of 7 (skip at 100)
[DEBUG] currentWp #75 3436 2569, FE->WP rad 0.638
[DEBUG] nextWp #76 3393 2560, FE->WP rad 2.506
[DEBUG] FE->wp#76 to FE->wp#75 is in a angle of 107 grad (skip at 90)
[DEBUG] We overrun waypoint #75, skip it and move on to #76
We overrun waypoint #75, skip it and move on to #76
The character just stands still and does not do anything. The bot does not show any output or action anymore.

This only happens when settings.profile.options.PARTY = true;

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lisa
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Re: Pretty Sick of "waiting on aggressive enemies"

#25 Post by lisa » Thu Sep 20, 2012 4:46 am

What version of bot are you using?

I added in some code to print the language numbers when debugging is on, I don't see them at all, so you must be using an old revision or it hasn't updated properly.
Remember no matter you do in life to always have a little fun while you are at it ;)

wiki here http://www.solarstrike.net/wiki/index.php?title=Manual

romaniac
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Re: Pretty Sick of "waiting on aggressive enemies"

#26 Post by romaniac » Thu Sep 20, 2012 5:31 am

Revision 738

Does language matter? The last debug lines are all in english, the bot freezes while skipping a waypoint.

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lisa
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Re: Pretty Sick of "waiting on aggressive enemies"

#27 Post by lisa » Thu Sep 20, 2012 7:38 am

the overrun WP doesn't use the language base, it is hard coded as english, line 742 and 744 of bot.lua

I can't see any reason for what you are experiencing.
Remember no matter you do in life to always have a little fun while you are at it ;)

wiki here http://www.solarstrike.net/wiki/index.php?title=Manual

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rock5
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Re: Pretty Sick of "waiting on aggressive enemies"

#28 Post by rock5 » Thu Sep 20, 2012 10:37 am

If you are freezing when skipping a wp, maybe you have some code in that waypoint that doesn't like being run elsewhere. Is there any code in those skipped waypoints?
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Hetrix
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Re: Pretty Sick of "waiting on aggressive enemies"

#29 Post by Hetrix » Thu Sep 20, 2012 10:47 am

I changed those two options lisa mentioned above. But the bot sometimes freezes. I will post what it says when I get home and test it some more. And btw, I am just using 1 waypoint and want to shot/kill mobs spawning around me.
/H

romaniac
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Re: Pretty Sick of "waiting on aggressive enemies"

#30 Post by romaniac » Thu Sep 20, 2012 1:27 pm

rock5 wrote:If you are freezing when skipping a wp, maybe you have some code in that waypoint that doesn't like being run elsewhere. Is there any code in those skipped waypoints?
No. Just many waypoints with no code and the bot killing off the mobs along the way.

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rock5
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Re: Pretty Sick of "waiting on aggressive enemies"

#31 Post by rock5 » Thu Sep 20, 2012 1:46 pm

Do you have anything in the "onLeaveCombat" section of your profile?
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Hetrix
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Re: Pretty Sick of "waiting on aggressive enemies"

#32 Post by Hetrix » Thu Sep 20, 2012 6:19 pm

Ok here is what I'm getting when I try to TP farm mobs with the bot.

Code: Select all

Stopping waypoint: Target acquired before moving.
Engaging enemy [Giant Snake] in combat.
Aggro during first strike/cast, abort that cast/target: Giant Snake
Clearing target.
Current fight aborted.
And then it just stops there, and you cant close the MM properly, you get a error message that you must press the "Exit Now" button.
Also getting this in the beginning when I try to start the MM after what happend (above).
"AL lib: dsound.c:314: Device init failed: 0x80070057"
Anyone got a clue what that means?
/H

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lisa
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Re: Pretty Sick of "waiting on aggressive enemies"

#33 Post by lisa » Thu Sep 20, 2012 6:51 pm

That's in the function check_aggro_before_cast, funny I never had that as an issue when I was party botting but yeah if in party it probably shouldn't be checking for aggro before casting.
Also getting this in the beginning when I try to start the MM after what happend (above).
"AL lib: dsound.c:314: Device init failed: 0x80070057"
Anyone got a clue what that means?
Sounds like you have issues other than with MM
Remember no matter you do in life to always have a little fun while you are at it ;)

wiki here http://www.solarstrike.net/wiki/index.php?title=Manual

Hetrix
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Re: Pretty Sick of "waiting on aggressive enemies"

#34 Post by Hetrix » Thu Sep 20, 2012 8:26 pm

Well I'm not a party just seted those two options as you mentioned above. Is there any way to avoid this aggro check? And I know that this question isnt related to here, but just a quick one. About the GM/Player Detection, how big radie is it, because I usually get logged out not even seeing who it was who was following me. Can I reduce this "player detect area" to some smaller value so I avoid getting logged out whole the time?
Thanks in advance
/H

BillDoorNZ
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Re: Pretty Sick of "waiting on aggressive enemies"

#35 Post by BillDoorNZ » Thu Sep 20, 2012 8:52 pm

its probably the GMMonitor that is trying to play a sound file, and thats where your getting the exception. Presumably when its trying to use the OpenAL stuff...

Did you install OpenAL? As per the GM_monitor thread? http://www.solarstrike.net/phpBB3/viewt ... =27&t=2516

There is a link in there in the first post, just above the code example that reads "--=== example ===--" first.

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lisa
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Re: Pretty Sick of "waiting on aggressive enemies"

#36 Post by lisa » Thu Sep 20, 2012 9:27 pm

Hetrix wrote:About the GM/Player Detection, how big radie is it, because I usually get logged out not even seeing who it was who was following me. Can I reduce this "player detect area" to some smaller value so I avoid getting logged out whole the time?
It is as far as you get info from objects in memory, I think it was around 450ish, been a while since I looked at how far we get info in memory.

You could add in a distance check I guess, would require editing the userfunction to suit. I didn't do it because it would require doing distance calculations for everything, bit of a strain I didn't think was needed.
Remember no matter you do in life to always have a little fun while you are at it ;)

wiki here http://www.solarstrike.net/wiki/index.php?title=Manual

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rock5
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Re: Pretty Sick of "waiting on aggressive enemies"

#37 Post by rock5 » Thu Sep 20, 2012 10:43 pm

Just to keep you guys updated, I'm working on a big bot commit. I'll be addressing the "aggressive enemies" issue. So it should be fixed in the next revision. It's just that because it is so large, it will take awhile to get ready.
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romaniac
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Re: Pretty Sick of "waiting on aggressive enemies"

#38 Post by romaniac » Fri Sep 21, 2012 6:49 pm

rock5 wrote:Do you have anything in the "onLeaveCombat" section of your profile?
No, that's empty. I don't have any code in the profile sections.

I now had the behaviour again three times. The first log looked exactly the same. After restarting the bot, it ran for a while an then froze again with the following last output

Code: Select all

Wir gehen zum Wegpunkt #82, (3134, 2626)
Stoppe Wegpunkt: Ziel gefunden.
Wir greifen den Gegner 'Aufwallender Elementar' an.
Bewegung zu | Soll Entfernung: 150 | Ist: 176
Drücke MACRO: MAGE_THUNDERSTORM   =>   Aufwallender Elementar (0/17654)
Kampf beendet. 1 Aufwallender Elementar getötet. (Kampf #1 / Laufzeit 22470432 M
inuten)
[DEBUG] 1470382336 target dist > MAX_TARGET_DIST with battling from other mob
Lösche Ziel.
[DEBUG] FightStartX 3031.4665527344 FightStartZ 2719.3657226563
[DEBUG] dir_FS->WP rad -0.739 dir_FS->FE rad -0.932
[DEBUG] Line FS->WP / FS->FE: angleDif rad 0.194 grad 11
[DEBUG] We (would) pass(ed) wp #82 (dist 138.7) in a dist of 26 (skip at 100)
Another char froze with the following output

Code: Select all

Wir greifen den Gegner 'Tosender Elementar' an.
Wir versuchen den Gegner mit einer Fernkampffähigkeit an uns heranzuziehen.
Bewegung zu | Soll Entfernung: 50 | Ist: 184
Drücke MACRO: SCOUT_VAMPIRE_ARROWS=>   Tosender Elementar (2369/17654)
Drücke MACRO: ROGUE_SHADOWSTAB    =>   Tosender Elementar (0/17654)
Kampf beendet. 9 Tosender Elementar getötet. (Kampf #45 / Laufzeit 22470431 Minu
ten)
[DEBUG] 666193920 target dist > MAX_TARGET_DIST with battling from other mob
Lösche Ziel.
[DEBUG] FightStartX 2971.150390625 FightStartZ 2873.6801757813
[DEBUG] dir_FS->WP rad 1.976 dir_FS->FE rad 1.838
[DEBUG] Line FS->WP / FS->FE: angleDif rad 0.138 grad 7
[DEBUG] We (would) pass(ed) wp #86 (dist 38.4) in a dist of 5 (skip at 100)
[DEBUG] currentWp #86 2956 2909, FE->WP rad -1.345
[DEBUG] nextWp #87 2950 2956, FE->WP rad -1.286
[DEBUG] FE->wp#87 to FE->wp#86 is in a angle of 3 grad (skip at 90)
Wir greifen den Gegner 'Tosender Elementar' an.
Kampf beendet. 10 Tosender Elementar getötet. (Kampf #46 / Laufzeit 22470431 Min
uten)
[DEBUG] 666222080 target dist > MAX_TARGET_DIST with battling from other mob
Lösche Ziel.
Looking forward to the big commit.

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