Harvest bot bugs

litewave

Well-Known Member
Last night eq2harvest was acting weird. when told to pause sometimes it would for a few seconds other times it only said it was paused but in both cases off it would go and try to harvest more. Have to turn it completely off to keep toon from running off.

Another thing it started doing is it would be harvesting a node and interrupt itself to run off for another node (and no one (PC) was nearby) leaving the node partially mined til manually cleaned up.

I had updated from svn, and i notice that it hasnt changed since i last update so thought i would give a heads up before doing more testing tonight.

Note that eq2bot was running at same time (no af set though).

Also looks like some user paths may need to be redone with the new bad node checking, for those where the node is fine but there are large obsticals in the way. always funny seeing toons trying to climb mountains like its only a tree or rock in the way.
 

Amadeus

The Maestro
Staff member
The "pause" business is a mess and needs to be redone. As I said in the change log, it's only really working if you hit pause WHILE it's actively harvesting a node.

If it's not finishing a node properly, then you should look in the console and see "why". The new eq2harvest should spew a lot of information right now.

Finally, the pathing stuff is a limitation of the current system and has nothing to do with the script itself. ISXEQ2 provides no collision detection, so the script only knows when it's hit something when it stops moving. This is the way it has always been.
 

litewave

Well-Known Member
It doesn't give much more info than what i said. It adds nodes its already in the progress of harvesting to the bad nodes list (even after its already got some from it, or immediately)

messages are:

Path found in xxx hops
DEBUG: We were 'Interupted!'...adding to BadNodes
DEBUG: Adding (0,Playername) to the BadNodes list
DEBUG: BadNodes now has X nodes in it.


above gets repeated a lot with some movement info tossed in. the 0,playername happens a lot but it can also be a real node number and name of resource

also has problems looting collectables but i assume thats eq2bot interfering.
 

litewave

Well-Known Member
From what i can tell the problem is with the event trigger: EQ2_onIncomingText
once a "Interrupted!" happens, it doesnt get cleared, thus subsequent nodes are treated as interrupted as well. Only solution is to stop the eq2harvest script and restart it, or to put a return as first excutable line in the event routine thus disabling it.

Of course different text triggering clears it too, but thats not exactly consistent and makes the bot obvious cause it starts to grab a resource and whoops that resource over there is greener!, nope that one next to it is, repeat :>

In the example of a mob aggroing the toon its easy to duplicate the problem, but
I am still not sure why a "Interrupt!" sometimes happens in other cases, nada in log and visually nothing seems to interfere with the toon except that it simply zooms in onto next node and echoing to console says ${Text} is "Interrupted!" and thus the skipping of subsequent nodes begin.

I see no documentation on the eq2 built in events, wouldnt even know they existed if eq2bot and eq2harvest didnt use them, is there a method to clear the trigger? or do i just need to edit the script with each update to disable the event checking?

Thanks
 

TheDragon

Active Member
I can confirm that I am getting the same "Interrupted" issues and flagging good nodes as bad.

Stopping EQ2Harvest and restarting it seems to work.

I have noticed that this happens much more often when using it in conjunction with EQ2Bot.
 

insanitywiz

Senior Member
If you have agro, or set EQ2Bot to pull, it will interfere fairly often with the harvest script, and once you fail to harvest a node it will be added to the bad nodes list.
 
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