VGCraftbot -- Feedback Thread (Archived 2007/04/09)

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Xeon

Active Member
You should use this spreadsheet to get the right blend of Skills and Attributes:

http://www.vanguardcrafters.com/forum/showthread.php?t=22357

--

Please post comments, suggestions, bugs, etc on this thread for VGCraftBot

Get release from here:

http://www.isxgames.com/forums/showthread.php?t=711

Code:
 * Version 0.994 -- March 28th, 2007
	UI now supports different Quality settings for each Recipe AP level
	Enabled support for the actionStore
	Misc bug fixes
	Will now clear Complications with a Bonus but more bad stuff than good

 * Version 0.993 -- March 26th, 2007
	Massive change to Crafting Action selection AI
	Changes to movement code to use Collision Detection
	Added Trade Invite reject
	Slow Turn while moving will NOT stop at each waypoint

----------------------------------------------------

Feature Requests:
  • Option to request Work Order Batches first
  • Drop Down select list of Work Order skill requirements
  • Put a timer on how long it crafts (have it go for 2-3 hours then stop)
  • When in KickStart mode, try /craftingselectstep # instead of Use method -- DONE
  • Fix problem with 'pause' and 'auto add items'
  • Set up an option to path out to a general goods person to do repairs.


AI Improvements I want to work on:
* Add in Complication penalties to allow better computation of Action cost:
1. AP cost penalty multiplies the action AP cost by:
very low penalty: 1.1
low: 1.2
moderate: 1.3
high: 1.4
have not seen very high, wild guess it will be 1.5
2. If there more than one action cost penalty up, the penalty adds up. For example 2 moderate AP would make the action cost 0.3+0.3 - 60% higher.

* Using Tool actions to increase Quality is a good thing at higher levels as you get 2/1 progress+quality
-- However, at lower levels, doing that will get you into trouble

Check out this thread
Digest the info at this URL to see if I can optimize anything else.

Skill/Attribute Build notes:
8/10/10 Station/Tool/Utility skills
10/10/8/8 to PS/Ingenuity/Finess/Reasoning attributes

------------------------------------------------------------------------------
 

Xeon

Active Member
Reply from other thread

desire said:
I vote for extra tab with manual selection. There're crafting gear that rises "parent skills" which will boost ALL 3 finishing skills above 1, like diplo buff. Plus extra flexibility always a bonus.
Yeah, I may just have to go the extra tab with drop downs route. Bleh!
BTW, do you plan to use all these "iWant..." variables in the action AI logic?
I'm re-working the AI and would like to go with a priority system based on how much Quality you want, how many steps are in the recipe, each stage, how far you have progressed, what complications are active, how many AP you have left and how well your last step worked.

Trying to get all those (and more!) into a sequence of If/Then statements is turning to spaghetti code, so I'd like to just ++ or -- each of the priorities based on those rules.

Once it's all been evaluated, I will then just choose the action with the Highest priority. It also makes adding new cases much easier, as I just plop them in, decide what effect they have and I'm all done.

The problem is that there just aren't enough hours in the day!
 

lexia

Active Member
Bag space

1) It sends me and out of bag space message when I have an empty main bag slot as well.

2) If WO giver and Supplier are the same person it will loop and just take and abandon work orders.
 

Xeon

Active Member
lexia said:
1) It sends me and out of bag space message when I have an empty main bag slot as well.
Here is the code that checks open pack space:
Code:
			; Just ran out of space!
			if ( ${Me.InventorySlotsOpen} < 2 )
I haven't tried it with a totally empty pack, but if that returns a number larger than 2, it's a bug with ISXVG.

2) If WO giver and Supplier are the same person it will loop and just take and abandon work orders.
This is strange, as it should :End the session with the WO NPC before it moves onto talk to the Supply NPC. I still haven't had a chance to test a move path with just 3 points (station, WO NPC, Supply NPC), so it could be the pathing code thats wrong.
 

lexia

Active Member
Yeah I tried the pathing thing and just changed the the supplier to a different supplier and it was fine. However I've remade the path with the same WO giver and supplier and it will loop everytime so no to sure on that one. I just have to figure out the bag space thing so I can get test the crafting :)
 

Xeon

Active Member
lexia said:
Yeah I tried the pathing thing and just changed the the supplier to a different supplier and it was fine. However I've remade the path with the same WO giver and supplier and it will loop everytime so no to sure on that one. I just have to figure out the bag space thing so I can get test the crafting :)
Aha! I think I know where the problem is... I use the target name to see what state it's in (getting WO, selling supplies, etc). I'll take a look and see if I can fix that.
 

keelo

Active Member
This is unusable for me due to the above mentioned Out of pack space, waiting for you.... waiting for me to what? I've tried with a completely empty pack, with a few items in it, and with only the main backpack full. I always get the same "NOTICE:". Also I've noticed that no matter where I hit start it always runs relays to the craftstation, then to the w/o npc (sometimes it doesn't grab workorders), then it runs to the supply npc and gives the error. On a positive note, pathing does seem much smoother. Am I doing something wrong? Is there a particular spot you're supposed to hit start? With vgworkorder I always hit start while standing at the w/o npc with the w/o selection menu open, tried that with vgcraftbot and it just takes off running for the craftstation.
 

Xeon

Active Member
keelo said:
This is unusable for me due to the above mentioned Out of pack space, waiting for you.... waiting for me to what? I've tried with a completely empty pack, with a few items in it, and with only the main backpack full. I always get the same "NOTICE:".
Not sure what's going on with the Out of Pack space issue... I'll take another look.

It always goes to the Craft Station first, in case you have old work orders that need to be finished off.
 

lexia

Active Member
Cool Keelo, I was afraid it was just me doing something odd. The game did add a new bag slot last patch for diplomacy. I'm wondering if that might be it. The slot is at the middle bottom of the diplomat page.
 

keelo

Active Member
I tried starting it while I was standing at the craftstation when I already had work orders. It ran till it finished them all then it just stood there once the w/o recipes were gone.
 

Xeon

Active Member
keelo said:
I tried starting it while I was standing at the craftstation when I already had work orders. It ran till it finished them all then it just stood there once the w/o recipes were gone.
Do you have the 'Fully Automated (bot mode)' box checked?
 

Xeon

Active Member
For a quick fix, you can try commenting out the InventorySlotsOpen check in the VGCraftBot.iss file:

Code:
case CS_SUPPLY_SELL
		/*  Sell any loot */
	call SellLoot

	; Just ran out of space!
	;if ( ${Me.InventorySlotsOpen} < 2 )
	;{
	;	VGEcho "VG: NOTICE: Out of pack space, waiting for you..." > screen
	;	call DebugOut "VG: NOTICE: Out of pack space!" > screen
	;	cState:Set[CS_WAIT]
	;	pState:Set[CS_WAIT]
	;	return
	;}

	cState:Set[CS_SUPPLY_BUY]

	wait 5

	break
 

eqcontracts

Active Member
=/

The pathing I find is very bad on this .. my characters paths then paths back,, then forward more and back again some more...

Also for 30+ crafters this hangs on stage 4, I assume there is no routine added for the extra step in stage 4.
 

gp1001

Active Member
eqcontracts said:
The pathing I find is very bad on this .. my characters paths then paths back,, then forward more and back again some more...
I am having the same issue. its like it can't make up its mind to goto the craft station or the WO giver.
 

Xeon

Active Member
eqcontracts said:
The pathing I find is very bad on this .. my characters paths then paths back,, then forward more and back again some more...
Not exactly sure what you mean... It follows the 'Add Point' path that you create between each of the Targets (crafting station, Work Order NPC, Supply NPC).

You can also adjust the precision with which it follows that path. If it's real jerky, try upping the Path Precision value.

Also for 30+ crafters this hangs on stage 4, I assume there is no routine added for the extra step in stage 4.
What actions are available if there are 2 in Stage 4?

Right now it just chooses the lowest cost actions (but should try to work through all Steps in stage 4)
 

Xeon

Active Member
gp1001 said:
I am having the same issue. its like it can't make up its mind to goto the craft station or the WO giver.
Did you make new path files or are you using ones from 0.94?

EDIT:

I've added a check for next release so that if it detects an old or incomplete path file, it simply won't load it.
 

Weizen

Active Member
Same issue. It keeps going back and forth making it look bot like. Not between stations but when its normal running from the forge to the wo it will take a couple steps forward then will take a few steps back then go along the path then it will do it again. The old pathing worked better in my opinion.

Im also have the bag space issue.

Weizen
 

Xeon

Active Member
Weizen said:
Same issue. It keeps going back and forth making it look bot like. Not between stations but when its normal running from the forge to the wo it will take a couple steps forward then will take a few steps back then go along the path then it will do it again. The old pathing worked better in my opinion.
What do you have for your Precision settings?
 

keelo

Active Member
I don't know anything about coding, but from looking at the code you said to commit out it looks like it's saying that if a bag is open it triggers the out of space error? I just tested it without editing the code, but made sure my bags were all closed prior to it trying to shop, and it worked?

Also yes, I have this on fully automatic mode and it -will not- grab it's own work orders. It just paths to the w/o npc, targets it then runs away without opening the w/o selection dialog. It then continues to the supply vendor, buys supplies, and goes back to the work station and opens the recipe menu (and of course the + next to the work orders is grayed out as it didn't actually grab any w/o's.
 

Weizen

Active Member
I have it set to 200 and 2. I've also tried 100 and 2 and it did the same thing. What do you suggest?

Weizen
 

Benelor

Active Member
Weizen said:
I have it set to 200 and 2. I've also tried 100 and 2 and it did the same thing. What do you suggest?

Weizen
Lowering the "wait" times in moveto.iss helps ...
 

keelo

Active Member
I don't know exactly what I did, but everything seems to be working now. It seems if I make sure I get work orders manually before I hit start, then make sure I'm at/near the crafting station prior to hitting start everything works (it will go turn in completed orders, get new ones, shop, etc).
 

Xeon

Active Member
eqcontracts said:
Also for 30+ crafters this hangs on stage 4, I assume there is no routine added for the extra step in stage 4.
The problem is that if there are 2 steps in Stage 4, you can't use the 2nd step untill the 1st step has done 100% progress.

Lame!
 

Kazman420

Active Member
Using a fresh install of version .95a, and I am unable to create a new path file. I click New Path, I enter a name for the file, and as soon as I click "ok" it tells me:

VG:ERROR: NewPath1 is corrupt. Make a new one!


I've even tried to name the file "test" and just "abc" thinking NewPath1 was too long, but it doesnt seem to matter.


In the IS console I see the following after loading VGcraftbot and attemping to create a new path:

VG: Crafting Assistant Started
Navigation points cleared
Selected: NewPath1
Navigation points cleared
XML File C:/Program Files/InnerSpace/Scripts/vgcraft/save/<Name>/VGPath_NewPath1.xml not found
Navigation XML File C:/Program Files/InnerSpace/Scripts/vgcraft/save/<Name>/VGPath_NewPath1.xml could NOT be loaded
Navigartion points cleared


Any ideas?
Thanks, and keep up the great work!
 

puterbot

Active Member
ok noticed a bug that is kinda rare but i have seen it a few times now. Somehow the script gets stuck and keeps using a skill for a greyd out process. The process spams gaining no process since it is greyd out but it will eat all my AP.

If you try to make a path that requires no movement the script doesnt run right. There are a few places you can craft w/o needing to move to get your wo, supplies, and interact with the craft table.

Also the script seems to hang when stage 4 has 2 processess and it runs out of AP. It will use a skill while it has enough ap but then when it doesnt have enough it will not use a skill. Noticed that if i hit a skill while it doesnt have enough AP it will still just sit there. But if i hit one again it catches that it is out of AP and goes onto the next recipe

Lastly it saw it hang on a complication that i did not have the right stuff to fix. Instead of ignoring, it just sat there. Unfortunately i did not write the name down sorry...
 

milamber

Active Member
Got a problem trying to get refining workorders - the skill is called "Material Preparation" and ive got 7 in it so it should kick in right?
It steps up to the npc, opens up the WO window, counts to 27 WOs and then quits the window and runs pack to the station.

Any ideas?
 

Xeon

Active Member
Kazman420 said:
Using a fresh install of version .95a, and I am unable to create a new path file. I click New Path, I enter a name for the file, and as soon as I click "ok" it tells me:

VG:ERROR: NewPath1 is corrupt. Make a new one!
Good bug report, thanks!

Fixed in 0.95b release:

http://www.reality.net/svn/vanguard/VGCraftBot-0.95b.zip

Code:
 * Version 0.95b -- March 2nd, 2007
	Fix for UI error when making a new move path
	Added a hack to get around 4th stage 2 step recipe problems

 * Version 0.95a -- March 1st, 2007
	Bug fixes for Movement code
	Removed Out of Pack space check
	Added an 'Exact Path' checkbox to movement UI
EDIT:

Changing toolbelts is currently boken (sorta) but Amadeus knows about the problem and it will be fixed in the next release of ISXVG.
 

Tookie

Active Member
Xeon said:
Good bug report, thanks!
EDIT:

Changing toolbelts is currently boken (sorta) but Amadeus knows about the problem and it will be fixed in the next release of ISXVG.
that was fast, 6 mins after you posted this, amadeus updated isxvg to fix it hehe
 

sevenstars

Active Member
Hey.

Just wanted to say firstly thank you for the coding, it works amazingly for my alt crafter.

The quesiton i had is what do i need to change in the code to make it use my supplied mats, for say non-workorder crafts im doing. I need to make items for people , and it would be awesome if somehow i can change it to use my supplied mats, say firegrass instead of using the other feature.

So in short - What do i change in coding to make it use my materials.

Thanks a lot for your time
Seven
 

Xeon

Active Member
sevenstars said:
The quesiton i had is what do i need to change in the code to make it use my supplied mats, for say non-workorder crafts im doing. I need to make items for people , and it would be awesome if somehow i can change it to use my supplied mats, say firegrass instead of using the other feature.

So in short - What do i change in coding to make it use my materials.
Hmm, right now it's setup to only do Work Order recipies. There are a few places where it's hard coded, so that would have to be changed.

You might try the two checkboxes for 'Fully Automated (bot mode)' and 'Pause for Table Setup' and see if that at least gets you part way there.

Changing the way the script works to allow non work order recipies in an 'automated' fashion is going be a LOT of work. It was not designed for that, so many assumptions about work flow have to be redone.

You might be better off waiting for the script that Hendrix/Shaba are working on, as I hear part of that is a pure crafting script.
 

Truwenswg

Active Member
strange bug, everything works, the pathing works but then something silly happens when it gets into the add materials window the craftbot just dies. Any suggestions of what I can do I have the latest version 95b that was patched up as of today I am going to try restarting the game and innerspace and see if that fixes it and will post the results here as soon as I do...but otherwise is this a known issue?

-Truwen
 

Truwenswg

Active Member
Ok I updated everything and it still does the crashing thing...here is what the console says...


c:/program files/innerspace/scripts/ ./vgcraft/craft-station.iss: 117 TableSetupAdd() refining:AddItemToTable[${Me.Inventory[${woExtra1}].ID}]

c:/program files/innerspace/scripts/vgcraftbot.iss:779 CheckState() call TableSetupAdd

c:/program files/innerspace/scripts/vgcraftbot.iss:1601 main() call Checkstate.


The craftbot still closes when it goes to add items to the table.
 

Xeon

Active Member
Truwenswg said:
Ok I updated everything and it still does the crashing thing...here is what the console says...
c:/program files/innerspace/scripts/ ./vgcraft/craft-station.iss: 117 TableSetupAdd() refining:AddItemToTable[${Me.Inventory[${woExtra1}].ID}]

c:/program files/innerspace/scripts/vgcraftbot.iss:779 CheckState() call TableSetupAdd

c:/program files/innerspace/scripts/vgcraftbot.iss:1601 main() call Checkstate.

The craftbot still closes when it goes to add items to the table.
Yes, Amadeus removed those functions in the latest release.

I have a new version, but I haven't had a chance to test it in game, so it may have errors. If you'd like to test it now, download this:

http://www.reality.net/svn/vanguard/VGCraftBot-0.96.zip
 

sevenstars

Active Member
After the current update and switching over, the pathing is once again destroyed. Had it working great last night , wasnt stuttering at all.

Have now just setup again to continue today. 199 / 3 <-- was using last night worked fine for precision.

Now he jerks, runs random directions, and bugs out.

Something happen from the last update that would change this to not doing auto-pathing anymore?

Thanks
-Seven
 

Xeon

Active Member
moveto wait time changes

sevenstars said:
Have now just setup again to continue today. 199 / 3 <-- was using last night worked fine for precision.

Now he jerks, runs random directions, and bugs out.

Something happen from the last update that would change this to not doing auto-pathing anymore?
Ok, try re-downloading the 0.96 version and let me know if that's any different

(I had changed the wait time in the moveto.iss functions to be 3 instead of 5... I just changed it back to 5 in the 0.96 version, so try that and let me know)
 

keelo

Active Member
Yes I'm pathing really odd too. I had a guildie see me running in circles last night when I was asleep =/
 

sevenstars

Active Member
Well it seemed a bit better, but then it freaked out again. I liked the old way personally where you the path points didnt show up as you where on that path step. I like how they where already there and you just did them in order from top to bottom.

My guy is also having major trouble now getting work orders from the refiner and finisher , he goes to them and just turns away and runs back and forth from the table to the work orders, and in that time he just freaks out and jets in another direction.

Your script was amazing in 95b dont believe cuz we needed new isxvg it screwed your entire scripting for pathing up.

-Seven
 

sevenstars

Active Member
Okay seems i got it working , so far...

What i did was set the precision to 199/3 save those by clicking on precision and quitting out.

Then i created my new pathing:

00. Name Path
01. Click Station and Set Station
02. Click add point in same spot and then add points to Work Order
03. Click Work Order and Set Work Order
04. Click add point in same spot and then add points to Supplier
05. Click Supplier and Set Supplier
06. Click add point in same spot and then add points to Station
07. Click Station and Set Station
08. Save
09. Quit
10. ~ runscript vgcraftbot
11. Select your path and Enjoy.


-Seven
 

rogen

Active Member
I have been using this craftbot for a few days now.
And I must say It is working real well. One thing thou is if you are killed at your crafting station the bot will keep on crafting. It will complete the work order but can not loot the order because you are dead. It will then keep selecting and crafting your work orders until your timer runs out. It maybe a good idea to add in some code that will /q after a death.
 

Truwenswg

Active Member
the .96 version is working well so far I havn't run into errors and it is cutting through errors well too..doing easy's and very easy's right now they are going way fast...thansk for the quick update, very good work on this.

-Truwen
 

keelo

Active Member
It's not doing bad with finishing task, but I can't get it to grab refining task for some reason.
 

l0cke

Active Member
Xeon said:
The problem is that if there are 2 steps in Stage 4, you can't use the 2nd step untill the 1st step has done 100% progress.

Lame!
actually it's more like 50%.

l0cke
 

dwaldroop

Active Member
This version is running pretty good for me, I just wanted to say that I think it would be cool also in addition to having an option for doing higher workorders first, if there was an option to also request Batches first in priority, would net alot more rares and money.
 

Xeon

Active Member
Version 0.96 released

Version 0.96 has been released!

If you downloaded that version before this post time, you will need to re-download it again.

Code:
 * Version 0.96 -- March 3rd, 2007
	Updated for ISX30 and ISXVG 20070222d
	Updated ChangeToolbelt to UseAsCraftingToolbelt
	Changed AddItemToTable to AddToCraftingTable
	Added Slow Turn option
	More bug fixes for pathing
	Custom mods to moveto.iss and faceslow.iss
 

kingfisher

Active Member
logic bug

It seems to ignore a complication that has Very Low penalty even if it has another penalty associated w/ it that is moderate or high. In tier 3 this can be disasterous.
 

Xeon

Active Member
kingfisher said:
It seems to ignore a complication that has Very Low penalty even if it has another penalty associated w/ it that is moderate or high. In tier 3 this can be disasterous.
Could you give an example?
 

Truwenswg

Active Member
I have this setup, its working great with one minor flaw...if he can't find his target he spins in a circle until the target is in range (i.e. a wandering crafting taskmaster). Any suggestions?

-Truwen
 

milamber

Active Member
Xeon said:
Could you give an example?
Sometimes it has 2 seperate effects in one complication. It's usually:
Station / Utilities / Tools Progress decrease : Moderate
AND Action Points Penalty : Very Low


What I do when I craft manually is check if Im on a stage that has the Station or Utility or Tool action - If I dont, then I ignore it.. If I do, then I have to fix it as it will decrease progress by alot.
 

sevenstars

Active Member
Bot still refuses to understand what the refining work orders are and to get them, he runs a great path now from his stations and when he gets to the Refiner he just opens dialog and instantly shuts it, never picking up orders.

Finishing Work Orders have no problem, working flawless, just refining he refuses to do.

-Seven
 

Twiddle

Active Member
sevenstars said:
Bot still refuses to understand what the refining work orders are and to get them.

-Seven
Salute,

Ive been using refining work orders as well since v0.93 and is still grabbing some once in a while to get my skills up. I have no problems of any kind.

A nice feature would be, that you could make him shift between the finishing and refining workordres :D Right now i just select another path, but it would be nice if it could even them out a bit automatically.

~
 

sevenstars

Active Member
Salute,

Ive been using refining work orders as well since v0.93 and is still grabbing some once in a while to get my skills up. I have no problems of any kind.

A nice feature would be, that you could make him shift between the finishing and refining workordres Right now i just select another path, but it would be nice if it could even them out a bit automatically.

Your refining auto bot works? I mean you can leave your computer and he will go back and forth getting refining work orders on his own?

I set the station, set the refiner, set the supplier , set the station again

Changed to Cure and Cleaner and he doesnt pick up any Work Orders at all, path's just fine but doesnt pick up anything.

Your saying that your able to have Refining work orders automated without assistance from you?

-Seven
 

milamber

Active Member
sevenstars said:
Bot still refuses to understand what the refining work orders are and to get them, he runs a great path now from his stations and when he gets to the Refiner he just opens dialog and instantly shuts it, never picking up orders.

Finishing Work Orders have no problem, working flawless, just refining he refuses to do.

-Seven
I have the same problem on my tailor... Think it worked fine on my smith though.
 

xAdamantx

Active Member
First off, congrats on the bot. Excellent work!

I have, however, encountered a small yet highly annoying bug (or so I think). For the life of me, I simply cannot get my pathing correctly setup to navigate through doors...

I've tried using the "Door Point" command in a number of different ways, but I've met only failure. When reaching these "points", the bot is never able to open the door, and instead infinetly gets stuck.

Has anyone else encountered this? And if so, care to post a work-around?

All things aside, keep up the great work!
 

lugarim

Active Member
I keep running into this problem...

No such 'int' method 'Buy'
Error parsing data sequence ''
Dumping script stack
--------------------
-->D:/Program Files/InnerSpace/Scripts/./vgcraft/craft-items.iss:116 BuySupplies() Merchant.ForSaleItem[${woFuel1}]:Buy
D:/Program Files/InnerSpace/Scripts/vgcraftbot.iss:1241 CheckState() call BuySupplies
D:/Program Files/InnerSpace/Scripts/vgcraftbot.iss:1608 main() call CheckState
...after I save my file and run to the supplier for the first time. It then shuts down the script. The current character using this is a level 12 Outfitter. As you can see, the Innerspace and ISXVG files plus scripts are all installed on my second hard drive, but so is VG. I can't imagine why that would have any bearing on this problem though.

Any help would be appreciated. Since the last ISXVG update I haven't been able to successfuly bot with VGCraftbot or VGWorkOrder for some reason. It was working fine before.
 

Tookie

Active Member
xAdamantx said:
First off, congrats on the bot. Excellent work!

I have, however, encountered a small yet highly annoying bug (or so I think). For the life of me, I simply cannot get my pathing correctly setup to navigate through doors...

I've tried using the "Door Point" command in a number of different ways, but I've met only failure. When reaching these "points", the bot is never able to open the door, and instead infinetly gets stuck.

Has anyone else encountered this? And if so, care to post a work-around?

All things aside, keep up the great work!
i have had the same exact problem, i had to spam the door point add button when creating a path from like 15 feet away from the door all the way up to the door
 

Weizen

Active Member
I think the problem with not picking up refine has something to do with outfitter. I can pick them up on my smith fine but not on either of my outfitters.

Weizen
 

DethSabr

Active Member
Hello. Just started using this yesterday, and i'm very impressed with the amount of work put into it. Congratz.

I noticed that whenever i had a complication with a quality penalty, that it was always using the lowest AP ability. I instead wanted this to dissapear in as few steps as possible so i did a little digging..

I'm a tailor, and Poor Measuring is the worst comp i have. It currently has 3 actions for me. The last of which that has a low reduction and cost of 25 was being used, causing 4-5 steps of quality loss.

The reason being..

in function:bool FindCorrection() within the craft-actionlogic.iss, they use the highProg variable to store the highest progress action. However, this variable is always NULL since it was not initialized within the function. This causes the last action to always be chosen. Adding:

variable int highProg
highProg:Set[0]

fixed the problem temporarily. Though i did some more mods of my own to fit my complication completion alg.

Just wanted to let you know.

-DeThSaBr
 

milamber

Active Member
Using 0.96 and the lvl 21+ WOs with the 1,2,2,1 sections arent working too well at the 3rd section. When you loose progress on one of them, it keeps using the one that has been greyed out and loosing Action points but not gaining anything..
 

milamber

Active Member
Ok been debugging the problem with refining recipes for outfitter..
The skill is called Material Preparation. I can't wrap my head around it but it seems that the skill name is saved correctly into the sReqSkill variable but in the SkillCheck function it fails to compare sReqSkill > 1 - it never returns true there.

However, IF you put in another If under the first one, and spell out Material Preparation instead of the ${sReqSkill} it actually works.

Im off for the night but will check a bit more tomorrow if this doesn't help you ;)
Aren't other skills also made up of two words?
 

IeU

Active Member
Tookie said:
i have had the same exact problem, i had to spam the door point add button when creating a path from like 15 feet away from the door all the way up to the door
same here

there is a problem with the pathing and door
 

Xeon

Active Member
milamber said:
Ok been debugging the problem with refining recipes for outfitter..
The skill is called Material Preparation. I can't wrap my head around it but it seems that the skill name is saved correctly into the sReqSkill variable but in the SkillCheck function it fails to compare sReqSkill > 1 - it never returns true there.

However, IF you put in another If under the first one, and spell out Material Preparation instead of the ${sReqSkill} it actually works.

Im off for the night but will check a bit more tomorrow if this doesn't help you ;)
Aren't other skills also made up of two words?
Can you do a quick test for me?

Where is does the: call SkillCheck ${sReqSkill}

Change that to: call SkillCheck "${sReqSkill}"

with the quotes and see if that makes a difference.
 

Hendrix

Well-Known Member
of course that would make a difference... That is like LS 101... When passing a multipe word param you MUST quote it...
 

Xeon

Active Member
Hendrix said:
of course that would make a difference... That is like LS 101... When passing a multipe word param you MUST quote it...
I hate that LavishScript uses a space to separate arguments!
 

tmps

Active Member
I installed ISXVG version 20070222.7 today.

When loading vgcraftbot, 'Update to ISXVG version 20070222d or later'

How can I fix it?
 

Smyrk

Active Member
I get the same error. It started after Ama put up 20070222.7 with the auto-download feature. I rolled back to 20070222d in the mean time until the script is updated to deal with the latest patch.

Other things I've noticed with the script... it only sells 1 item from a stack... say I get 3 bags from work orders and end up with 2x Colored Marbles (or more) after opening all of them. The script only sells 1 Colored Marble, the rest are still sitting in my inventory.

I also for the life of me can't get it to load a path file after I have created it. I don't have the error text with me here at work, but it spews back (every time) that the path file NULL is corrupt. I get around this by working in places where the WO/Fuel Supplier/Craftstation are all close together and in LOS of one another, but I'd like to figure out why the pathing doesn't work properly for me.

Overall, however, its a very solid script. Its saving me from stressing my already shot carpal tunnels. :)
 
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