Latest eq2bot - movement

bob_the_builder

Well-Known Member
I beleive that there were some movement changes doen to 2/17 eq2bot. The bots stopped in combat movement. I had to revert back to 2/1 file.

Just fyi

Bob
 

grimesp78

Banned
Kind of off thread, but was there a Troub movement change? Not sure why the Trouby suddenly feels the need to make a huge circle to get behind mobs.
 

Pygar

EQ2Bot Specialist
Wow, just now getting feedback on this...

I'm admittedly confused by the responses.

Does no incombat movement happen? And at that time, is there any debug spam associated with it?
 

bob_the_builder

Well-Known Member
Wow, just now getting feedback on this...

I'm admittedly confused by the responses.

Does no incombat movement happen? And at that time, is there any debug spam associated with it?
Using the latest eq2bot the movemnt (combat they do run up to cast shards i believe) does not happnes regardless of the settings for no movement whatsoever and no incombat. The prior version is correct it seemed... though now I have my self second guessing. Im in New England this week and dont have access to run eq2...

I digress.. The last version, Feb 1st?, seemed correct, the feb 17th does not. I recalled seeing some movement functions removed from svn log?

Anyways, best I can commit on until this weekend... maybe some one less can chime in.

Bob
 

bob_the_builder

Well-Known Member
Update positionutils from the svn, there was a bug causing Z axis to be null.
Any updates on Y azis?

This is where the mob is too high (Y axis) and the bots think the mob is not within attack distance?

Good stuff on posutil, Ill update it and ask my wife to chekc it out. Thanks Pygar.

Bob
 

Pygar

EQ2Bot Specialist
This update had SOME fixes for Y axis.

For example, when it is told to move within foo range of actor bar, it now uses 2d distance checks for that movement. This solved a problem when it would move excessively trying to get within min distance to a floating or flying mob.

I have not made a pass thru the entire bot and changed 3d distance to 2d distance checks in every possible place that needs to happen to eliminate issues with mobs significantly above or below y axis, however this is a good start to that.

I've also repeatedly removed the Y axis checking from ValidActor so it doesn't arbitrarily ignore actors above or below you. This should also help with y-axis issues.

So, I expect they will engage with actors with delta-y issues providing the engage distance covers both delta-y + 2d distance.
 

shovelhead01

Active Member
Kind of off thread, but was there a Troub movement change? Not sure why the Trouby suddenly feels the need to make a huge circle to get behind mobs.
ive complained about this b4 they told me it was me lol cant play with movement on it looks to obvious to others around you =) tried to tell them :eek: my dirge been like that for a long time makes a huge circle.i think if there was some way to use W in the script and then somehow it knows that its behind the mob it would be a lot sweeter looking setup cause it would auto pitch
but what do i know... ive cried about the rez in combat thing also..and its not running it to its top dps either lot of abilites not even hit reguardless of settings
 
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godfetish

Active Member
Find where it identifies the maximum range for the mob, and hard code in something or find the startdistance variable in the strafing methods and add a move to the mob before that value is set. startdistance is supposed to be the furthest point allowable from the mob while strafing. So, minimize that value and you minimize the arc.
 

Pygar

EQ2Bot Specialist
ive complained about this b4 they told me it was me lol cant play with movement on it looks to obvious to others around you =) tried to tell them :eek: my dirge been like that for a long time makes a huge circle.i think if there was some way to use W in the script and then somehow it knows that its behind the mob it would be a lot sweeter looking setup cause it would auto pitch
but what do i know... ive cried about the rez in combat thing also..and its not running it to its top dps either lot of abilites not even hit reguardless of settings
My dirge parsed 3.3k zw last night and in combat movement is not distinguishable from other dirges in raid. Out of combat, persistent use of in-game follow is distinguishable.

But observing it getting to flank / rear is no different than how our players perform the same task.

I'm sure my dirge would parse higher if it was not in t1 rok gear as well.

My only issue with the script as is, is it does not wait long enough after casting a rez for slow humans to accept the button.
 

Pygar

EQ2Bot Specialist
Find where it identifies the maximum range for the mob, and hard code in something or find the startdistance variable in the strafing methods and add a move to the mob before that value is set. startdistance is supposed to be the furthest point allowable from the mob while strafing. So, minimize that value and you minimize the arc.
No, this would be a really bad idea.

Just run the new changes.
 

bjcasey

ISX Specialist
Pygar: have you noticed your dirge not ending combat quick enough and continuing to run through it's combat routine for like 10 secs after the mob is dead?
 

Pygar

EQ2Bot Specialist
I've seen it to be variable between .5s and 5s, yes.

It's the nature of coding stealth attack chains ahead of persistent checks for encounter dot and CoB. In essence, if enough spells are ready, it will attempt to cast 4-5 spells after the mob is dead.

Eq2bot only checks the validity of the killtarget on each loop of the combat function, the more things you check/cast for every iteration of that function, the more delay you could have on it detecting combat end.

This can be fixed by checking if the killtarget exists and !.IsDead before every cast in the function, but there is some tradeoff eventually between excessive actor checking vs casting on dead mobs.

I've worked around this issue more with the new warlock file, but I haven't had time to put any of those changes into other files that need it like bards and enchanters.
 

insanitywiz

Senior Member
A lot of the movement issues seem related to system lag, at least for me. I've got one archaic system that I run the dirge on usually, and it spins like a top, but when I run it on one of my other, less stone age, PC's, he does pretty well. Scripts and settings are all copy and pasted from the same source as well.

Solution, buy a better system!
 

pz

Active Member
yeah system lag will own you eq2bot'ing (sorry val ;p).

the current movement routines are awesome.
 
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