Anyone Having Random Fail Of Bjmovement?

I'm having random movement fail of toons from one zone to another, as in one zone the tank works great but the rest of group do nada, or just the ranger is working in another zone, and it is every zone I go to. they follow but when I camp spot and then use BJmovement to get the BJ UI box with the fights for the zone I click on the fight and hit send only one toon will work in any zone, the rest will just stay in the camp spot. they will do BJ shuffle just fine but not any of the fight scripts. I've camped everyone out re-loaded and all the jazz but I don't know what is going wrong.
Any ideas?
 

darthead

Active Member
I have been having the same ongoing issues since logging in last week. Prior to that it has worked flawlessly. BJ worked with me and thought he had found a fix on his end however the problems still exist. Something changed last week as I have never had any issues and have not tweaked anything on my side. I am still unable to use any of the movement scripts.
 

bjcasey

ISX Specialist
I will look into this. A new piece of information I learned from this thread is that things work well until you zone/change zones. In the mean time, a work around is to unload the movement script on all sessions after a zone change and then reload it.

relay all bj end movement
relay all bj movement

I'll reply back when I find something.
 

Sunomi

Senior Member
Interesting, I just zoned into Fractured Hive and noticed it didnt work using the UI. Relayed the commands and still no movement. I suppose I'll try and camp/restart and see if that works.
 

Sunomi

Senior Member
Interesting, I just zoned into Fractured Hive and noticed it didnt work using the UI. Relayed the commands and still no movement. I suppose I'll try and camp/restart and see if that works.
Ok, I camped all accounts, came back in and everything worked. Not sure why it didnt work when I stopped the relay script and restarted it but, hey it's working with a /camp =).
 

bjcasey

ISX Specialist
Okay, I need help reproducing this because on both of my computers it is working correctly. I have added in (Patch # 90) additional debug information that will display information about the zone files being loaded/unloaded. Also, there is a command you can use to see what encounters are currently active: a_BJMovement_DebugBools

Patch #90 will go live "soon".
 
what do I need to do to help? This happens to me every zone so if you tell me what you want me to do i'll be happy to send you any and all info I have.
 

bjcasey

ISX Specialist
If you can reproduce it everytime, I'd like to set up a time to get together and use teamviewer.
 

Lorgalis

Well-Known Member
This has been happening to me randomly as well. It's hard to reproduce for me because it is random and sporadic. One night, things can run 100% flawless and fine. The next one, one zone will crap out part way through and I have to reload everything to get it all working again. I even had one zone 2 or 3 weeks ago that bailed twice in one run (I think it was Halls, but I can't really remember). I haven't had an issue in around a week though (knock on wood).
 

bjcasey

ISX Specialist
This is now on the live patcher with Patch # 90.

From the patch notes:

Code:
ISXBJ - 2014.10.24, Patch # 90 - (Current Version)

*NOTICE: Some customers are reporting a 'random' stopping of their encounter scripting since the patch on October 10th. I am having difficulty reproducing it reliably and have added a lot of debugging code temporarily to help. If you experience encounters that do not function at all and would like to help fix it, please post as many details as you can (including the debug info) here: https://www.isxgames.com/f/threads/anyone-having-random-fail-of-bjmovement.7360/ \n\

BJMovement-2014.10.24, Version 1.59

*Added additional debug information for the loading/unloading of object zone files. Hopefully this will help in tracking down the bug that causes Movement not to function correctly.
*Added an additional auto-disable condition, group wipe, where if all group members are dead the encounter script will auto-disable. Like the previous two auto-disable condition added last patch, this will not be a retroactive change unless otherwise noted.
 

Lorgalis

Well-Known Member
Ok, I camped all accounts, came back in and everything worked. Not sure why it didnt work when I stopped the relay script and restarted it but, hey it's working with a /camp =).
This is sorta what I have to do when things crap out on me. Nothing else will work (I have tried manually unloading BJ and Ogre then reloading them, but BJMovement will not reload for me unless I completely exit and then load back into the game. I never tried just /camp'ing, always just went to desktop and reloaded from there).
 

bjcasey

ISX Specialist
This is sorta what I have to do when things crap out on me. Nothing else will work (I have tried manually unloading BJ and Ogre then reloading them, but BJMovement will not reload for me unless I completely exit and then load back into the game. I never tried just /camp'ing, always just went to desktop and reloaded from there).
Please provide me a copy/paste of the debug information I have put in. Unloading ISXBJ will NOT end BJ Movement. This is why it does not correct the issue you are having.
 

Lorgalis

Well-Known Member
Ah, that definitely explains why ending isxbj didn't fix the issue. Next time it happens I'll get the debug info (been busy this week so haven't had a chance to play since you added that feature) and pass it on.
 

litewave

Well-Known Member
if unloading bj and ogre don't resolve it, then perhaps its a globalkeep variable(s) since they remain permanent in innerspace? I don't see any commands to do a variable dump in lavish console otherwise it would be easy to check. Haven't played much last couple weeks so haven't experimented or done multiple zones for the issue to be much of a problem.
 

bjcasey

ISX Specialist
if unloading bj and ogre don't resolve it, then perhaps its a globalkeep variable(s) since they remain permanent in innerspace? I don't see any commands to do a variable dump in lavish console otherwise it would be easy to check. Haven't played much last couple weeks so haven't experimented or done multiple zones for the issue to be much of a problem.
It is how you unload "BJ". ISXBJ is the extension. When you run a script (In this case, Movement) it checks with the extension if you have the right access level to run it. If it passes, the script runs. You can then unload the extension and the script will still be running. If the script is still running, then the variables are still active. This is why I said to just relay all the ending of the script instead of the extension. I have also added in a command to check which variables are active for a zone and am slowly adding in a command to reset them all without ending the script. Both commands have been posted further up.

What I need is someone to spend the time and reproduce this with the debug info. I have tried and cannot reproduce it.
 

Notme180

Active Member
I was attempting the weekly in ToV today (Running the Temple). I started off in Stratum and completed with no issues. I had not read this thread yet when I started the 2nd half in Chamber. I had an issue with the first named "Deviator Yothsra". The script is supposed to have either the Enchanter or a Bard by the primary assist for the rest of the group. This did not work for me. My Illusionist kept targeting the Tank. I have attached what I have captured from the debug output here:

09:13:05: Entering function ReInitializeZoneEncounterCoding...
CurrentZoneObject Exists? [TRUE] * CurrentZoneObject: [NULL]
CurrentZoneObject Not Equal NULL: [FALSE] * CurrentZoneObject Not Equal [Space]: [TRUE]
Current Zone [exp10_dun_shissartemple01] was found. There is BJ Movement encounter coding available.
Setting zone object to: [_obexp10_dun_shissartemple01]
Currently loaded zone object: [_obexp10_dun_shissartemple01]
nospace: execute relay all bj movement
nospace: execute "LavishScript:ExecuteAtom[BJMovement_onIncomingChatText,15,Set up for BJ...,MyToonNameGoesHere]"
Selected Command: Set up for BJ Deviator
BJDeviatorCounter: 0 * shadowknight
BJDeviatorCounter: 1 * illusionist
09:17:44: Ogre Anti AFK
09:19:25: BJ Deviator Yothsra Auto-DISABLED because we are too far away.
FALSE == TRUE
FALSE == TRUE
FALSE == TRUE
FALSE == TRUE
FALSE == TRUE (I did not capture all of these statements; there were too many)
FALSE == TRUE
FALSE == TRUE
FALSE == TRUE
FALSE == TRUE
FALSE == TRUE
09:19:28: Entering function ReInitializeZoneEncounterCoding...
CurrentZoneObject Exists? [TRUE] * CurrentZoneObject: [_obexp10_dun_shissartemple01]
CurrentZoneObject Not Equal NULL: [TRUE] * CurrentZoneObject Not Equal [Space]: [TRUE]
Deleting zone object: [_obexp10_dun_shissartemple01]
Current Zone [exp10_dun_shissartemple01] was found. There is BJ Movement encounter coding available.
Setting zone object to: [_obexp10_dun_shissartemple01]
Currently loaded zone object: [_obexp10_dun_shissartemple01]
09:21:16: Entering function ReInitializeZoneEncounterCoding...
CurrentZoneObject Exists? [TRUE] * CurrentZoneObject: [_obexp10_dun_shissartemple01]
CurrentZoneObject Not Equal NULL: [TRUE] * CurrentZoneObject Not Equal [Space]: [TRUE]
Deleting zone object: [_obexp10_dun_shissartemple01]
Current Zone [qey_guildhall_tier1] was NOT found. BJ Movement encounter coding does not exist for this zone.​
 
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bjcasey

ISX Specialist
Thanks for the debug information, but you forgot to post what the bools were when it was bugged out. You can see this information by typing into the console: a_BJMovement_DebugBools . I will be patching tomorrow evening. Main highlights are a completely redone Chamber of Stasis that uses my new coding tools. This should fix any issues that you are experiencing with Chamber of Stasis.
 

bjcasey

ISX Specialist
Patch # 91 is now live. Please confirm that it fixed any of the above issues with Chamber of Stasis.
 

Notme180

Active Member
Patch # 91 is now live. Please confirm that it fixed any of the above issues with Chamber of Stasis.
I did do a re-try of Chamber of Stasis. I used the work around you mentioned of relay all bj end movement followed by relay all bj movement. I was able to complete the zone as I had normally.

I will try the zone again (post Patch # 91) and let you know what I find.
 

Notme180

Active Member
So I re-ran the Chamber of Stasis (post Patch # 91). I am not the best person to give details, but here it is (for what it is worth). I ran bj end movement followed by bj movement before beginning:

Deviator Yothsra - Worked without any issues. Seems to be the same as before. Movement auto-canceled correctly after she died.

The Twins - Worked without any major issues. Seems to be nominally different in terms of movement. Movement auto-canceled correctly.

Ziskaya - Worked without any issues. Seems similar as before. Movement auto-canceled correctly.

Guardian Icon - Worked fine; I was successful. Different strategy than before. Movement auto-canceled correctly.

Chamber Warden - Total failure for me. My toons did not do anything initially so I wiped. I then ran bj end movement and bj movement then tried again. The support toons stayed in the center of the room. I was able to fight longer but failed again. (Note: This mob was a piece of cake for me with the other strategy).​
 

bjcasey

ISX Specialist
So I re-ran the Chamber of Stasis (post Patch # 91). I am not the best person to give details, but here it is (for what it is worth). I ran bj end movement followed by bj movement before beginning:

Deviator Yothsra - Worked without any issues. Seems to be the same as before. Movement auto-canceled correctly after she died.

The Twins - Worked without any major issues. Seems to be nominally different in terms of movement. Movement auto-canceled correctly.

Ziskaya - Worked without any issues. Seems similar as before. Movement auto-canceled correctly.

Guardian Icon - Worked fine; I was successful. Different strategy than before. Movement auto-canceled correctly.

Chamber Warden - Total failure for me. My toons did not do anything initially so I wiped. I then ran bj end movement and bj movement then tried again. The support toons stayed in the center of the room. I was able to fight longer but failed again. (Note: This mob was a piece of cake for me with the other strategy).​
The Chamber Warden had a bug/typo in his auto-disable code that made it think he didn't exist. If you had checked your console you would have seen it auto-disable right away, which would have caused the script to do nothing. I have corrected this bug and will patch again tomorrow.

Thanks for testing this and giving me mob by mob feedback. It is greatly appreciated.
 

bjcasey

ISX Specialist
Chamber Warden fixes are now live with Patch # 92. Please try again and report your findings.
 

Notme180

Active Member
Chamber Warden fixes are now live with Patch # 92. Please try again and report your findings.
I finally had some time to login today and re-run this zone.

Chamber Warden -

  • My first run through with this guy was better than the last. The problem was that my support toons stayed on the center pedestal. We killed off most of the icons, but finally wiped.
  • My second run through everything started off the same as the first. I then manually ran bj end movement followed by bj movement (during the middle of the fight) and then re-started the encounter script. After I did this everything started running correctly where the support toons ran to the icon rooms to fight them while the healer stayed just outside and the tank stayed off-center in the middle. This time I beat the encounter pretty quickly (as I had in the past). Movement auto-canceled correctly.
 

bjcasey

ISX Specialist
I finally had some time to login today and re-run this zone.

Chamber Warden -

  • My first run through with this guy was better than the last. The problem was that my support toons stayed on the center pedestal. We killed off most of the icons, but finally wiped.
  • My second run through everything started off the same as the first. I then manually ran bj end movement followed by bj movement (during the middle of the fight) and then re-started the encounter script. After I did this everything started running correctly where the support toons ran to the icon rooms to fight them while the healer stayed just outside and the tank stayed off-center in the middle. This time I beat the encounter pretty quickly (as I had in the past). Movement auto-canceled correctly.
Obviously that isn't working the way it is supposed to. I need the debug info from the toon that isn't working when it breaks, as well as, the zone file loading debug info.
 

eclipsed

Member
Having issues as well. Not sure what you need to know. Same behavior, works in one zone then go to another and have to unload/load to get it to work again. Also detection of the bosses death seems to be intermittent. Sometimes it will not detect and end the script.
 

bjcasey

ISX Specialist
I think I've narrowed this down to a bug where OgreBot does not get the camp spot set correctly during the set up phase. Some debug steps are below:

When your characters refuse to camp spot and move to a set up location try the following:
  1. Camp spot them using the mcp Dft-CS button.
  2. Try the set up command again. (Keep in mind that not all encounters will have everyone using camp spot.)
  3. If they move into position, press LetsGo on the MCP and then try the set up again without doing a camp spot first. (This will make sure that encounters where not everyone needs to be camp spotted don't get camp spotted on accident.)
I'm going to be adding some more debug information to track down why OgreBot will sometimes not camp spot correctly.

Please try the above steps when it appears that the set up command isn't working and report your findings.
 
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bjcasey

ISX Specialist
Okay, good news! This should be fixed with the next version of OgreBot. Thanks everyone for the feedback, detailed bug reports and patience.
 
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