EVEBot Discussion Thread

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teabing

Active Member
The better answer is "work with the head release to help identify and fix bugs". EveBot is not part of the ISXEVE you pay for but, rather, a community supported (free) program. More people need to start participating in it's development or it is going to be killed soon.
make uml diagrams of evebot and ill help :3
 

CyberTech

Second-in-Command
Staff member
Someone asked a bit ago, but has anyone gotten target painters to work or where to put them in at?
Target painters are in trunk; they will not be backported to stable, you'll need to wait for the major changes in trunk to stabilize.
 

RedMan

Active Member
you'll need to wait for the major changes in trunk to stabilize.
Any news on how this is coming along?

I'm more of a tuner/tweaker and for ratting right now, the trunk just warps from belt to belt. It never gets around to targeting any rats. The problem seems to be that there is no TargetNPCs() function in the trunk version of obj_targets.iss although it is called from the trunk version of obj_ratter.iss.

The warp away on non-whitelisted also gets quite confused, as if the new thread code is conflicting with the old code or something. I have 2 safespots and it seems to warp between them rather than actualy stopping and cloaking.

I haven't done any exhaustive testing, simply more of a case of using it enough that my gut feel is that it isn't to a state where I want to start hacking & tweaking because major changes are "Coming soon".

Don't take this as ungratefull, just curious and perhaps a WEEE bit impatient. I'd love to be tweaking and tuning the latest stuff but its in a state of flux right now.

RedMan
 
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thirdlight

Active Member
Okay this one is getting to me. This stupid error about "drone deployment in progress, delaying warp" This is when trying to warp elsewhere or even to a safespot. Starts the warp then cancels it and just sits there. Any idea about this? I basically have to restart the bot to get it to reset and act properly.
 

Ventari

Active Member
make uml diagrams of evebot and ill help :3
UML diagrams, may be you want UML-to-LavishScript generator too -:)?
It will help more in opinion if community be a little..more tolerant.
For example I silently monitor both forum and sometimes IRC,
and sometimes post very minor code snippets and bug reports/feature requests

But after I read thread 'How to not to ask for help'...well, all desire to post some code almost vanished (firstly, person there is not _asked_ for help, he(or she) _answered_ question, violating unwritten IRC rules in process(may she doesn't knew them),and also having mistake with name, but fact is fact - somebody wanted to help and got those thread as reward(and I think not only this thread)
Instead, in my opinion at least it would be better,if
1)it was shown that he(she) SHOULD NOT use name(it's possible it was error)
2)it was notedthat he(she) should not top-post becouse it's agains rules.

This episode shows community in not too good light at least to some. I don't think (but also can't prove) this one was only situation of such type.

p.s.Yes, I had target painters (for example) on my private branch long ago, it was very simple thing to add.
p.p.s.Grats to Cybertech for rather good code...
 

RedMan

Active Member
About time I tossed something in the hat here...

Replacement ManageTank() function for Combat.iss in the stable version to only have drones on the field when all rats are targetting you. Sometimes due to range or respawn issues I get rats shooting at my drones and they are damaged into armor before they get back to the drone bay.

Running this version I have not lost a single drone!

I hate the wait 20, but it is the easiest way to get around the issue where on rat death it briefly drops it's target before exploding. If a pulse happened at that time, it was recalling the drones all the way back before sending them out again. Not the end of the world for the account running a cruise raven, but a huge pain for the Domi, heavy drone ratter.

KNOWN PROBLEMS:
- This utterly fails on the Domi when I get a hauler spawn because the transports do not target me, so it always sees 5 rats and only 2 targeting me. If I had enough guns on the Domi to shoot the rats this wouldn't be an issue but he's got no gunnery skills so he's not killing anything fast. Basically what happens is he sits there tanking the two aggressive rats and playing the "special spawn" tones eternally. Actually not such a bad thing as popping a hauler spawn when NOT at the keyboard would be a waste. I could probably disable this when special spawns were present or something.

Please excuse the spammy extra console messages. Comment them if you will.

Code:
function ManageTank()
	{
		if ${_Me.Ship.ArmorPct} < 95
		{
			/* Turn on armor reps, if you have them 
				Armor reps do not rep right away -- they rep at the END of the cycle.
				To counter this we start the rep as soon as any damage occurs.
			*/
			Ship:Activate_Armor_Reps[]
		}
		elseif ${_Me.Ship.ArmorPct} > 98
		{
			Ship:Deactivate_Armor_Reps[]
		}

		if ${_Me.Ship.ShieldPct} < 85 || ${Config.Combat.AlwaysShieldBoost}
		{   /* Turn on the shield booster, if present */
			Ship:Activate_Shield_Booster[]
		}
		elseif ${_Me.Ship.ShieldPct} > 95 && !${Config.Combat.AlwaysShieldBoost}
		{
			Ship:Deactivate_Shield_Booster[]
		}

		if ${_Me.Ship.CapacitorPct} < 20
		{   /* Turn on the cap booster, if present */
			Ship:Activate_Cap_Booster[]
		}
		elseif ${_Me.Ship.CapacitorPct} > 80
		{
			Ship:Deactivate_Cap_Booster[]
		}

		; Active shield (or armor) hardeners
		; If you don't have hardeners this code does nothing.
		if ${_Me.GetTargetedBy} > 0
		{
			Ship:Activate_Hardeners[]

			if ${Config.Combat.LaunchCombatDrones} && \
				!${Ship.InWarp}
			{
				/* We have aggro now, yay! Let's launch some drones */
				variable index:entity ShouldTargetOnMe
				EVE:DoGetEntities[ShouldTargetOnMe, CategoryID, CATEGORYID_ENTITY]
					
				if ${Me.GetTargetedBy} == ${ShouldTargetOnMe.Used} && \
					${Ship.Drones.DronesInSpace} == 0
				{
					Ship.Drones:LaunchAll[]
				}
								
				; Split targeting
				if ${Me.GetTargetedBy} < ${ShouldTargetOnMe.Used} && \
					${Ship.Drones.DronesInSpace} > 0
				{
					UI:UpdateConsole["Possible Split aggro, wait 2 seconds to check", LOG_CRITICAL]
					wait 20
					
					variable index:entity DCShouldTargetOnMe
					EVE:DoGetEntities[DCShouldTargetOnMe, CategoryID, CATEGORYID_ENTITY]
					if ${Me.GetTargetedBy} < ${DCShouldTargetOnMe.Used} && \
						${Ship.Drones.DronesInSpace} > 0
					{
						UI:UpdateConsole["Split aggro, recall drones.", LOG_CRITICAL]
						call Ship.Drones.ReturnAllToDroneBay
					}
					else
					{
					 	 UI:UpdateConsole["Split aggro false alarm, probably as rat died", LOG_CRITICAL]
					}
				}				
			}			
		}
		else
		{
			Ship:Deactivate_Hardeners[]
		}

		This:CheckTank
	}
 

Sethric

Active Member
mission bot

I started doing courier missions again with a couple of my guys.

I wish the 'time for current trip' gui setting could also do 'time for current mission'.

I go look and of course the guys are always zipping around, but, im like, say, is that the same #@%@$% bundle of construction blocks you were carrying around yesterday???
 

apenney

Active Member
I figured I'd post here as I'm not having a lot of luck on IRC. I've raised a couple of things and I wanted to check I'm doing the right thing as far as fixes. I'm happy to provide proper diff style patches etc, whatever you want, as long as I know I'm helping in the right way:

http://code.google.com/p/cybertech/issues/detail?id=66

This is the first, and it just changes "Shadow" to "Shadow Serpentis" to stop it triggering on blood raider rats with shadow in the middle of their name that are not 'special spawns'.

http://code.google.com/p/cybertech/issues/detail?id=67

This one is a lot more complicated. I'd like to add the ability to 'hide' when using a safespot if a GUI option to do so is triggered. So far I attempted to locate where this would be activated/deactivated, leaving the GUI alone for now.

Would the logic be right, I've had some trouble following how the safespots work, as it's designed to bounce between several as best I can tell. Anyone who could help me flesh this out or at least confirm the activation point is correct would be appreciated. I'm going to do some experimentation with this on tuesday night if I don't speak to anyone before then and try the best I can.

Problems with chaining:

Last, has anyone else seen any problems with this? I noticed it attempting to chain spawns worth 5k and not chain those worth 3M and I wondered if some logic was activating in reverse. I wanted to see if anyone else who chains can check their logs and look for spawns worth < (the value you set) being chained. If anyone has anything, let me know and I'll try to find and fix this one.
 

Majek2

Active Member
Ok, as of right now, I'm still having a problem with it recognizing me as being in the belt and it just warps around. I don't like messing with it at all. If i just wait a little bit im assuming there will be a patch that will auto update and I'll never have to mess with a thing right?

I do have other things in eve to keep me busy besides ratting.
 

thirdlight

Active Member
right click the evebot directory and hit update. Should fix your warping around and chaining problems. Yes the shadow thing can get annoying.
 

Pteppic

Active Member
I have been using the modified ManageTank, and its great - thanks. 2 questions:

1) Is it possible to have it launch only a certain type or group of drones?

2) I have noticed that when a hostile enters system, it waits for drones to return bef warping out. If using heavy drones , this can take a very long time if you have rats that are far away. Is there a way to set it so after x seconds it just leaves , even if drones are not returned?

Thanks
 

RedMan

Active Member
I have been using the modified ManageTank, and its great - thanks. 2 questions:

1) Is it possible to have it launch only a certain type or group of drones?

2) I have noticed that when a hostile enters system, it waits for drones to return bef warping out. If using heavy drones , this can take a very long time if you have rats that are far away. Is there a way to set it so after x seconds it just leaves , even if drones are not returned?

Thanks
I'd love to have it be specific about launching combat drones only (so I could have some armor rep drones in the cavernous domi drone bay). Not sure if that is doable though. It shouldn't be ALL that hard to do, just not a priority for me.

I don't equip drone range extenders for just this reason. The rats where I am don't kite though so it's not an issue. I believe I have lost a ship to this though in the past when ratting elsewhere. Ratting with T2 heavies though, I wouldn't be very keen to leave them behind.
 

Pteppic

Active Member
I'd love to have it be specific about launching combat drones only (so I could have some armor rep drones in the cavernous domi drone bay). Not sure if that is doable though. It shouldn't be ALL that hard to do, just not a priority for me.

I don't equip drone range extenders for just this reason. The rats where I am don't kite though so it's not an issue. I believe I have lost a ship to this though in the past when ratting elsewhere. Ratting with T2 heavies though, I wouldn't be very keen to leave them behind.
Thanks RedMan.
 

Pteppic

Active Member
Has anyone come up with a way to randomize which belt the bot warps to? I am increasingly seeing 'kongas' of people using the bot in the same system, where one or more warp to the same belt, each finds the other player already there and warps off to the next belt int he list.. where the same thing happens again rinse repeat. Spacing out the run on the bot only delays the issue as eventually you will run into someone warping into the same belt.

I looked at obj_belt and tried to play around with

call Ship.WarpToID ${beltIterator.Value.ID} ${WarpInDistance}

but I can not seem to make it select a randomly generated value for the ID from a count of the belts. Any ideas or alternative solutions?
 

dew1960

Well-Known Member
Has anyone come up with a way to randomize which belt the bot warps to? I am increasingly seeing 'kongas' of people using the bot in the same system, where one or more warp to the same belt, each finds the other player already there and warps off to the next belt int he list.. where the same thing happens again rinse repeat. Spacing out the run on the bot only delays the issue as eventually you will run into someone warping into the same belt.

I looked at obj_belt and tried to play around with

call Ship.WarpToID ${beltIterator.Value.ID} ${WarpInDistance}

but I can not seem to make it select a randomly generated value for the ID from a count of the belts. Any ideas or alternative solutions?
You change change how the bot reacts to other players by changing the distance it tolerates, changing the mining alone standings setting, or turning them off on the Evebot Interface. No need to change the script itself. I hope that helps.
 

Pteppic

Active Member
This is not for mining.. this is the ratter. It is supposed to warp to another belt if it sees another player already there. The problem is when more than one bot is running and more than one person warps into a belt at roughly the same time - when this happens BOTH bots think someone is already in belt and BOTH warp to the next belt.. where the same thing happens again.
 

RedMan

Active Member
Do you seriously have multiple people in your corp/alliance that you know are running this exact same bot? Ratting in a system with that many other "friendlies" would suck. Someone wouldn't chain right etc. I'd suggest ratting elsewhere!

Another possibility would be to switch to using bookmarks (not sure this works for ratting, I know it does for mining). Then divide up the belts with your buddies.

Sharing a 30 belt system with 4-5 other macro ratters would make for a LOT of warping into empty belts (or belts that are chained with only the small ships spawned).

Generally if you ARE by yourself you would want to cycle through the belts in some repeatable order rather than purely random to reduce the chances of warping to empty belts repeatedly.
 

thirdlight

Active Member
The bot will start warping to different ones that it knows is chained after a while. Or at least I have seen. mine starts backwards and goes from last to first on the belts. Is there anything special you have to do tog et the audio enabled for special spawns/hostiles entering?
 

Pteppic

Active Member
Do you seriously have multiple people in your corp/alliance that you know are running this exact same bot? Ratting in a system with that many other "friendlies" would suck. Someone wouldn't chain right etc. I'd suggest ratting elsewhere!

Another possibility would be to switch to using bookmarks (not sure this works for ratting, I know it does for mining). Then divide up the belts with your buddies.

Sharing a 30 belt system with 4-5 other macro ratters would make for a LOT of warping into empty belts (or belts that are chained with only the small ships spawned).

Generally if you ARE by yourself you would want to cycle through the belts in some repeatable order rather than purely random to reduce the chances of warping to empty belts repeatedly.
I know they are using the same bot because of this exact behaviour. If you watch it for 30+ minutes, its pretty obvious it can not be a manual behaviour. Sometimes moving to a different system is not an option; if it can not be done its fine, i was hoping maybe someone had already run into this and found some workaround. I realise randomization is not the most efficient behaviour, but it beats getting no kills because 2+ ships are in constant synchro warp.
 

RedMan

Active Member
The bot will start warping to different ones that it knows is chained after a while. Or at least I have seen. mine starts backwards and goes from last to first on the belts. Is there anything special you have to do tog et the audio enabled for special spawns/hostiles entering?
I run two accounts ratting in the same system and I have seen it synchronized initially then they split up. This is mostly when they both are at safespot to start and I hit "run" at the same time.

I suspect that the ideal would be to "run" with them in different belts where there was already rats up.

There is not a sound for hostiles entering system. When you've checked "enable sound" you get a BONNNGGGG every time someone speaks in local (deafening with two accounts) and a repeated bing bing bing on detection of a special spawn.
 

RedMan

Active Member
I know they are using the same bot because of this exact behaviour. If you watch it for 30+ minutes, its pretty obvious it can not be a manual behaviour. Sometimes moving to a different system is not an option; if it can not be done its fine, i was hoping maybe someone had already run into this and found some workaround. I realise randomization is not the most efficient behaviour, but it beats getting no kills because 2+ ships are in constant synchro warp.
Interesting! I suspect the behavior of our bot would be FAIRLY standard. If so, and you have a second account, bring a noobcorp alt into system with a cloaking device and they will all warp to safes and cloak and you can have the belts to yourself. :evil:

Syncro warping ends eventually unless you are all in exactly the same ships and have the same navigation skills that affect align time As soon as one of you gets to a belt with a sufficient lead to target and engage the rats, the next guy will move on alone. I've seen this with my accounts (Raven and Domi).
 

Pteppic

Active Member
I managed to change mine to play a sound for hostile in system. Change obj_combat.iss

elseif !${Social.IsSafe}
{
call Sound.PlayAlarmSound
call This.Flee
This.Override:Set[TRUE]

AlarmSound is a wav file in one of the subdirectories. I assume you could replace it with any file you have handy. When a hostile enters system it will continously play the alarm until hostile leaves or bot is paused.
 

Pteppic

Active Member
Interesting! I suspect the behavior of our bot would be FAIRLY standard. If so, and you have a second account, bring a noobcorp alt into system with a cloaking device and they will all warp to safes and cloak and you can have the belts to yourself. :evil:

Syncro warping ends eventually unless you are all in exactly the same ships and have the same navigation skills that affect align time As soon as one of you gets to a belt with a sufficient lead to target and engage the rats, the next guy will move on alone. I've seen this with my accounts (Raven and Domi).
Hehe evil thoughts.. i like it

Yes, the problem is same skills, same ship. If this is true, it seems to loop endlessly or at least for a very long time.
 

thirdlight

Active Member
I managed to change mine to play a sound for hostile in system. Change obj_combat.iss

elseif !${Social.IsSafe}
{
call Sound.PlayAlarmSound
call This.Flee
This.Override:Set[TRUE]

AlarmSound is a wav file in one of the subdirectories. I assume you could replace it with any file you have handy. When a hostile enters system it will continously play the alarm until hostile leaves or bot is paused.
^^ This is awesome! New Bacon time! haha And damit! how was i so stupid to miss the check box! :(
 

RedMan

Active Member
I managed to change mine to play a sound for hostile in system. Change obj_combat.iss

elseif !${Social.IsSafe}
{
call Sound.PlayAlarmSound
call This.Flee
This.Override:Set[TRUE]

AlarmSound is a wav file in one of the subdirectories. I assume you could replace it with any file you have handy. When a hostile enters system it will continously play the alarm until hostile leaves or bot is paused.
Does this bong ONCE when you first flee to safe spot or does it bong endlessly the whole time they are in system? Endless bonging would be annoying as hell.

I'm wishing I could seperately enable bonging for local chat and binging for special spawns so that if a couple of people are shitting up local I can ignore them and watch TV.
 

thirdlight

Active Member
for that redman can't you just change the wav file and the line that points to it for each thing? because isnt there different snippets for local and special spawns?
 

RedMan

Active Member
for that redman can't you just change the wav file and the line that points to it for each thing? because isnt there different snippets for local and special spawns?
Yea except sometimes I want the bong.. and sometimes I don't. Changing the file all the time would be a pain!
 

Majek2

Active Member
I have patched with the latest version, but I'm still warping belt to belt. I fit lasers, and use faction crystals and I keep extras in the cargohold. But, when I get to a belt and it does its little check, one thing that constantly pops up is,

PlayerCheck - Fight
DEBUG: obj_ship.IsAmmoAvailable: FALSE!
Preparing to Warp
Warping to ...........

Any ideas?
 

Pteppic

Active Member
The alarm sound plays until hostile leaves or bot is paused. This works for me because i never afk bot per se, im always at the pc and i want to know when someone is in system to make sure i dont get scrammed etc. I also put something similar to notify me when rats scram me so i can tab back and smartbomb the bastards.

Quick fix to not making it bong.. modify the wave file to have a 20 minute of silence at the end ;)
 

thirdlight

Active Member
yeah bonging is loud lol. haha and i just had that happen where im ratting with others in system and me and another person started warping to the same random belts -_- owned
 

Majek2

Active Member
See, i dont even know if thats the problem. All my ship does is warp belt to belt, ignores rats already in belt. My thing is, if it thinks there is no ammo, wouldnt it just warp to safe?

Yes, i have updated, i check for a update every day.
 

thirdlight

Active Member
On my amarr ratter i get the same thing constantly. Even though i have more crystals in the bay. But he goes on ratting like nothing.
 

dew1960

Well-Known Member
Evebot Fix?

Is anyone fixing all the problems with evebot since the patch? The courier mission runner is still not working, Miner seems ok, I haven't gone ratting in a while so I dunno about that.
 

Majek2

Active Member
Ok, then I must have a different problem third. I have even swapped out to other ships and all my ship does is just warp belt to belt. Is ANYONE still having this issue other than me?
 

thirdlight

Active Member
You have to add them to the agent list under config for your character.

But nope, Mine rats fine as long as the rats are already in belt.
 

dew1960

Well-Known Member
How do I set the agents that the missioneer will pick from?

In your Config folder, you should see a file named sample agents, edit this to use the agents you want (by name) and save it as yourcharactername agents, for example my character is named Imani Diot, so mine is Imani Diot Agents.xml

You can replace the agent names in the file with the agent you want to use, remove extras, or add more using the same format.

Hint: Use archives or production agents to get the most courier missions and I recommend having 4-6 agents in the list.

Enjoy!

Ratting: If the chaining part is causing problems, just turn it off. Not chaining will get less valuable spawns, but more special spawns and it works.

*Looking forward to ISXEVE patch to be compatible with the new Eve patch today*
 
Last edited by a moderator:

aholic

Active Member
Hi all, Ive been using evebot for the past 3 weeks and have been figuring out all the the settings. But I have a issue that I already searched the forums for and didnt find anything to answer my problem.

I have a retriever and when iam mining it mines fine, but when I add Combat drones for the rats,

It will deploy the drones
then it will mine for a little bit not even a full cycle
Recall the drones
then warp to the station
Repeat..

What do I have set up that might be causing this

I happens with scout drones and mining drones
My skill level only allows me to have 3 drones right now

and one of the errors iam getting i guess is

Not all drones accounted for, then it starts its warp cycle.

Thanks for any input

*also I love the script, Iam a old time glider guy and since yea the lawsuit is taking its toll on them, it was time to get my bottin fix else where lol.
 

GliderPro

Active Member
Welcome! I'm glad you like EveBot. A lot of volunteer hours have gone into creating it. The best place to get support is to come to IRC and chat with the devs. If you don't want to come to IRC you can always post your log file here. Make sure you remove personal identifiable information first though (player names, system name, station name, etc...).

Without seeing your log I can't really say what is wrong. There should be some output in the log that says why EveBot fled. Do you have it setup to flee based on player status (blacklist/whitelist)?
 

aholic

Active Member
Welcome! I'm glad you like EveBot. A lot of volunteer hours have gone into creating it. The best place to get support is to come to IRC and chat with the devs. If you don't want to come to IRC you can always post your log file here. Make sure you remove personal identifiable information first though (player names, system name, station name, etc...).

Without seeing your log I can't really say what is wrong. There should be some output in the log that says why EveBot fled. Do you have it setup to flee based on player status (blacklist/whitelist)?
Actually I played around with some of the settings again and think I got it working now... Maybe the Minimum drone setting was off I changed it to the right amount of drones and its working fine now.
 

Majek2

Active Member
April 4th.

I was having the problem of warping belt to belt before. So I reinstalled lavishsoft and EVEBOT. I still warp belt to belt, AND, this is new for the past week or two, the program skips a good number of the belts because apparently they are considered to close to the gate. Can I turn that off so I can hit all belts?
And how can I fix that warping belt to belt problem? The rats are there, it just leaves.
It says "player check - Fight" then DEBUG: obj_Ship.IsAmmoAvailable: FALSE! THEN it just starts warp for the next belt. It does not attempt to lock rats or anything.
 
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Thiago001

Active Member
delayed drone deployment!

Is their a way to setup drones to delay deployment? For instance,warping into an asteroid field allowing rats to target you then deploying Drones.

Thanks for the help!
 

CyberTech

Second-in-Command
Staff member
April 4th.

I was having the problem of warping belt to belt before. So I reinstalled lavishsoft and EVEBOT. I still warp belt to belt, AND, this is new for the past week or two, the program skips a good number of the belts because apparently they are considered to close to the gate. Can I turn that off so I can hit all belts?
And how can I fix that warping belt to belt problem? The rats are there, it just leaves.
It says "player check - Fight" then DEBUG: obj_Ship.IsAmmoAvailable: FALSE! THEN it just starts warp for the next belt. It does not attempt to lock rats or anything.
Use the stable build, not dev.
 

CyberTech

Second-in-Command
Staff member
Is their a way to setup drones to delay deployment? For instance,warping into an asteroid field allowing rats to target you then deploying Drones.

Thanks for the help!
They currently only wait for at least one rat to target you.
 

CyberTech

Second-in-Command
Staff member
This thread is now closed. Any questions or problems with EVEBot should be placed into their own threads in this forum.

Please do not hijack others threads! Start your own, and questions will be answered.
 
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