Page 1 of 1
Waypoint overrun and targettting
Posted: Mon Jun 06, 2011 5:01 am
by dx876234
I have a problem, it seems rombot overruns all waypoints and runs back even though its not the case. I have been using rombot for a year w/o problems, this has happened last weeks after I had been off botting for a while.
The char reaches a waypoint and runs about 30-50% back again which makes for a slow progress. This gets so slow at times that it registers it as stuck and tries to get out of it.
In addition it doesn't target mobs, not consistently but skip more than it targets, it fights back if it gets aggro though.
I am at 605, I have tried taking down a clean copy, no userfunctions and run it with "profile:default", same result. I currently have 46ms latency, i.e. not to bad.
I have tried with some old waypoints which I used before this issue arised. The waypoints are generic made by createwaypoint, only addition I've done is to add:
Code: Select all
<onLoad>
settings.profile.mobs = {"sample mob 1", "sample mob 2"};
</onLoad>
My problem is that I dont remember which version I used earlier, I tried to rollback to 599 but same issue.
Any ideas?
best regards

Re: Waypoint overrun and targettting
Posted: Mon Jun 06, 2011 6:06 am
by rock5
I'm not sure, it seems to do with lag or how crowded the zone is. I can have 5 egg farmers running, no problem. If I switch my main to a daily run it runs back and forward through waypoints. If I reduce to only 3 clients it's not so bad.
You could try setting the profile option WP_NO_STOP to false so it should stop at the waypoint until it's ready to continue but the continuous pausing might annoy you just as much. Try it and see if you prefer it.
Re: Waypoint overrun and targettting
Posted: Mon Jun 06, 2011 6:17 am
by lisa
I don't know if it's from lag or maybe they made us walk faster but I have been testing this last couple of days and seems no tot bad.
player.lua not sure on the line in current revision as mine is edited quite alot
I changed it from local successDist = 20.0 to 40.0
Code: Select all
local successDist = 40.0 -- Distance to consider successfully reaching the target location
if self.Mounted then
successDist = 30.0 -- so we don't overpass it and double back when mounted
end
Re: Waypoint overrun and targettting
Posted: Mon Jun 06, 2011 6:29 am
by rock5
You'd have to change the mount value too I guess.
I don't think we are walking faster. I think there is some sort of delay in getting possition data from the server so by the time we get it it has already passes the waypoint by too much. Your solution may be the only way to go. Hopefully it wont get worse in the future or trying to hit a waypoint will become too inaccurate.
Re: Waypoint overrun and targettting
Posted: Mon Jun 06, 2011 7:00 am
by dx876234
Thx for response, I tried both suggestions, the WP_NO_STOP didn't do a lot, a little pause once reaching a waypoint. Modifying successDist didnt result in any measurable behavious change.
But, looking for debug options I set DEBUG_TARGET, this showed me that the mob targeting issue was not a bug but a case of not setting TARGET_LEVELDIF_BELOW correct for low level mobs.
Any ideas on how to debug the overrun issue would be appreciated.
Best regards

Re: Waypoint overrun and targettting
Posted: Mon Jun 06, 2011 7:53 am
by rock5
dx876234 wrote:the WP_NO_STOP didn't do a lot, a little pause once reaching a waypoint.
If it paused at the waypoint then it didn't overrun it. When it starts moving again it should be heading to the next waypoint or maybe attacking a mob.
What happened after it paused?
Re: Waypoint overrun and targettting
Posted: Mon Jun 06, 2011 9:13 am
by dx876234
To nail this I created a waypoint w. 2 points, both in bushes so I could verify overruns.
Mostly the bushes/waypoints are overrun, the character runs back, misses, runs back again, registeres a stuck, jumps, runs to side, finally perhaps hits waypoint and pauses there. Then for wp2 it does the same, except it might stop halfway before continuing. Once in a while it hits the waypoint straight on in first try and pauses before trying to go back.
It looks like lag but I have 41ms latency, 10-14 fps, the CPU goes at 90% when using fraps, otherwise w. rombot at 80%, normal gameplay at 60%. Network hardly loaded at all. Manual playing feels lagless.
Typically this results in something like the listing below in bot window. I've videoed it if it would help, just dont feel like putting it out here in public.
Best regards
Code: Select all
Moving to waypoint #1, (XXX)
Clearing target.
Unsticking player... at position XXX. Trial 3 from maximum 10 trials
Moving to waypoint #2, (XXX)
Clearing target.
Unsticking player... at position XXX. Trial 4 from maximum 10 trials
Moving to waypoint #2, (XXX)
Clearing target.
Unsticking player... at position XXX. Trial 5 from maximum 10 trials
Moving to waypoint #2, (XXX)
Distance break.
Moving to waypoint #2, (XXX)
Moving to waypoint #1, (XXX)
Clearing target.
Unsticking player... at position XXX. Trial 6 from maximum 10 trials
Moving to waypoint #1, (XXX)
Clearing target.
Unsticking player... at position XXX. Trial 7 from maximum 10 trials
Moving to waypoint #1, (XXX)
Clearing target.
Unsticking player... at position XXX. Trial 8 from maximum 10 trials
Moving to waypoint #1, (XXX)
Paused. (Delete) to continue, (CTRL+L) exit to shell, (CTRL+C) quit
Re: Waypoint overrun and targettting
Posted: Mon Jun 06, 2011 10:49 am
by rock5
I don't think the ms matters. Mine is always around 400 when it working well and when it isn't. It may be the servers are overloaded and take time to respond so causing apparent lag but it has nothing to do with your pc's performance or network connection. It seems to be related to zones because I don't notice it in Miller's Ranch but I notice it in particular places. Have you tried running the same test in other zones? Especially low populated zones?
Re: Waypoint overrun and targettting
Posted: Mon Jun 06, 2011 11:04 am
by dx876234
These test were from Sacilia Steppes, I assume its not the most crowded.
I'll do some testing in other zones to verify.
Regards

Re: Waypoint overrun and targettting
Posted: Mon Jun 13, 2011 3:26 am
by dx876234
Done some testing:
- Problem seen in some degree other areas but mostly in Sascilia Steppes
- Problem in this particular waypoint file was bad due to closeness of the waypoint
I remade waypoint file with well spaced points which at least gave me progress even though it still overruns.
Re: Waypoint overrun and targettting
Posted: Wed Jun 29, 2011 2:25 am
by ezgitaran
I had the same problem, but changing local successDist = 20.0 to 40.0 solved this issue. It's now rarely stucks in the loop.
Btw I'm running in KalinShrine, Limo Desert and Xaviera.
Re: Waypoint overrun and targettting
Posted: Mon Oct 17, 2011 8:01 am
by casey_404
i got the same problem of overrun waypoint and character runnin back and forth until unsticking player etc (in sascilla steppes and some part of silverspring only)
i tried to change the player.lua at
local successDist = 30.0 -- Distance to consider successfully reaching the target location
if self.Mounted then
successDist = 40.0 -- so we don't overpass it and double back when mounted
end
setting values to 40 and 50, but then when i run the bot i got the error
script\bot.lua:15 C:/Users/Desktop/micromacro/scripts/classes/player.lua:1: unexpected symbol near '`'
i tried 3 times to be sure i didnt changed anything else, but rly changed only 30 to 40 and 40 to 50
what is the problem ?
Re: Waypoint overrun and targettting
Posted: Mon Oct 17, 2011 8:05 am
by FireWire
rock5 wrote:I don't think the ms matters. Mine is always around 400 when it working well and when it isn't. It may be the servers are overloaded and take time to respond so causing apparent lag but it has nothing to do with your pc's performance or network connection. It seems to be related to zones because I don't notice it in Miller's Ranch but I notice it in particular places. Have you tried running the same test in other zones? Especially low populated zones?
Rock Idk if it has to do with ms because I have a really great connection to the servers, around 98 ms, but my fps on the other hand is horrible because I love to play games that my computer can barley handle. When entering a city like say silverfall, I start to lag while my computer try's to catch up in that time the bot will go into trying to unstick itself even though it's in the middle of the road...
By no means am I asking you to look into this, or saying its a bot problem. Just giving you a little insight to someone who has a crappy computer.
Re: Waypoint overrun and targettting
Posted: Mon Oct 17, 2011 9:04 pm
by lisa
casey_404 wrote:i got the same problem of overrun waypoint and character runnin back and forth until unsticking player etc (in sascilla steppes and some part of silverspring only)
i tried to change the player.lua at
local successDist = 30.0 -- Distance to consider successfully reaching the target location
if self.Mounted then
successDist = 40.0 -- so we don't overpass it and double back when mounted
end
setting values to 40 and 50, but then when i run the bot i got the error
script\bot.lua:15 C:/Users/Desktop/micromacro/scripts/classes/player.lua:1: unexpected symbol near '`'
i tried 3 times to be sure i didnt changed anything else, but rly changed only 30 to 40 and 40 to 50
what is the problem ?
It is possible when editing a .lua file with normal notepad that the save isn't 100% I personally use notepad++ and I can't remember the name of the editor rock uses.
Maybe just try doing a SVN revert on the file and try editing it again.
Re: Waypoint overrun and targettting
Posted: Tue Oct 18, 2011 6:42 pm
by casey_404
Thx Lisa it was this ! i used notepad++ and changed same and now it works
