Wrecking Ball features/bugs/problems here please

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tinyromeo

Active Member
In an effort to reduce spam on the starter thread please enjoy talking to yourselves here about my script.
Try to keep it light though this ain't no psychiatric ward.

Main Post:
Main Post
 
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molasar

Member
I guess great feature would be a "-large" argument that makes script salvage and loot only large wrecks if possible.
 
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guardian

Member
posted in the main post by accident

In EVESalvage , theres an option to salvage multiple bookmarks then go back to safe

it also deletes the bookmarks after completing them

very nice part of evesalvage IMO.
 

tinyromeo

Active Member
posted in the main post by accident
No worries, lol thats where I replied too.

I guess great feature would be a "-large" argument that makes script salvage and loot only large wrecks if possible.
I am curious if its possible to identify wrecks by their size, I will look.
 
Other wrecks

I have seen Wball target and keep targeting other types of celestial type wrecks and it will not let up on them. There needs to be a check to see if distance to wreck changes under tractor and if there is not a change then it needs to be added to other owned wrecks. But there are some celestial bodies with the word wreck in them that needs to be ignored...

But working great. It has had a couple of bumps if you start before combat ends but still an awesome thing to watch from an alt...

Thank you.
 

tinyromeo

Active Member
other types of celestial type wrecks
Was it a spaceshuttle wreck? I have had this issue too. I am going to go in and figure out a better way to identify wrecks and all that. For some reason beyond me we have loot rights to some of the celestials so they fall through the cracks.
For now the new wballtest removes an entity named space shuttle wreck. I will look further into ways of identifying wrecks differently, but for now just sit tight, the new carpet is coming and my house is shredded so I am out of commission for a couple days.
If you can get the names of these celestials that are bugging the bot please post them, for now that will be a temporary solution, I can remove entities based on name. If you look at the variable declarations in my script one of the last ones is StupidWreck which I used to remove a celestial during testing.

New wballtest up as of 1-25
 

RockHound

Active Member
Here's what I get when I run wballtest from 1/25.

I've run straight, and w/ -loot, they both produce the following:

4 tractors
3 salvagers
0 afterburners
ToApproach:0
Wrecks:0
Thanks for playing!

There are 5 wrecks in range.
 

tinyromeo

Active Member
Ok let me look into it, I probably fixed something without testing it, bad habit of mine. I have a temporary set up going while we wait for carpet so let me fire it up and I'll look at it right now.

4 tractors
3 salvagers
Whats in your 8th high slot? Not related, just curious.
 

tinyromeo

Active Member
I am not able to reproduce any problems. Are you sure you have loot rights to these wrecks? Fleeted, great contact, maybe release the wrecks? I know that I had some loot issues until I added my salvager to my contacts with great standing. Pm me so we don't flood the post.
PS use -debug for me please
Oh I also reloaded wballtest, just in case something changed between now and then.
Cloaking device.
Titties!
 
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RockHound

Active Member
Hey, look at that, a -debug option :)

Yep, I'm sure I have rights, same corp, etc.

Here's the output of "run wballtest -loot -debug"

DEBUG:Salvager Found
DEBUG:Salvage range set to:6000
DEBUG:Tractor found
DEBUG:Tractor Range set to:56000
DEBUG:Salvager Found
DEBUG:Tractor found
DEBUG:Salvager Found
DEBUG:Tractor found
DEBUG:Tractor found
4 tractors
3 salvagers
0 afterburners
DEBUG:ToApproach:0
DEBUG:Wrecks:0
DEBUG:Stopping
ToApproach:0
Wrecks:0
Thanks for playing!


Interestingly enough, if I target a wreck, then run the same command, I get the following (notice "energize" in the mix, and it will tractor the wreck but do nothing with it

DEBUG:Salvager Found
DEBUG:Salvage range set to:6000
DEBUG:Tractor found
DEBUG:Tractor Range set to:56000
DEBUG:Salvager Found
DEBUG:Tractor found
DEBUG:Salvager Found
DEBUG:Tractor found
DEBUG:Tractor found
4 tractors
3 salvagers
0 afterburners
DEBUG:ToApproach:0
DEBUG:Wrecks:0
DEBUG:Stopping
Energize
ToApproach:0
Wrecks:0
Thanks for playing!
 

tinyromeo

Active Member
Do me a favor, go to a wreck field and run this
Code:
function main()
{
variable index:entity Wrecks
variable int WrecksCount
variable int i
variable string StupidWreck = "Spaceshuttle"
WrecksCount:Set[${EVE.GetEntities[Wrecks,wreck]}]
if ${WrecksCount} < 1
{
	echo ERR:No wrecks found
}
i:Set[1]
do
{
	if !(${Wrecks.Get[${i}].HaveLootRights})
		echo ${Wrecks.Get[${i}].Name} removed for no loot rights
	elseif !(${Wrecks.Get[${i}](exists)})
		echo ${Wrecks.Get[${i}].Name} removed for non existence
	elseif ${Wrecks.Get[${i}].Name.Find[${StupidWreck}]} > 0
		echo ${Wrecks.Get[${i}].Name} removed for stupid wreck
	else
		echo ${Wrecks.Get[${i}].Name} is ok to go
}
while ${i:Inc} <= ${WrecksCount}
}
This is the only thing I can think of at the moment, so give this a run in front of some wrecks and give me the results

oh and -loot is not a valid argument, -noloot will prevent the bot from looting cargo containers
 

RockHound

Active Member
Code:
DEBUG:ToApproach:0
DEBUG:Wrecks:0
DEBUG:Stopping
Blood Phantom Wreck removed for no loot rights
Blood Cleric Wreck removed for no loot rights
Blood Cleric Wreck removed for no loot rights
Blood Cleric Wreck removed for no loot rights
Blood Phantom Wreck removed for no loot rights
Blood Phantom Wreck removed for no loot rights
ToApproach:0
Wrecks:0
Thanks for playing!
I am 100% certain I have loot rights on these. I can tractor, salvage, and loot manually no problem at all
 

tinyromeo

Active Member
Do you have your salvager in your contacts with a great standing and vice versa your ratter has your salvager a great contact? Fleet maybe?
I am not sure the particulars of loot rights for all situations. Is it a ratter bot? Can you release the wrecks? I know this is undesirable, but I don't think I can help you any farther than this.
I am going to be working on identifying wrecks differently, but I think loot rights may always be a vital part of my script.
 

RockHound

Active Member
Do you have your salvager in your contacts with a great standing and vice versa your ratter has your salvager a great contact? Fleet maybe?
I am not sure the particulars of loot rights for all situations. Is it a ratter bot? Can you release the wrecks? I know this is undesirable, but I don't think I can help you any farther than this.
I am going to be working on identifying wrecks differently, but I think loot rights may always be a vital part of my script.
The ratter (evebot) and the salvager are both in the same corp. They are not in each others contact list at all, i'll try that shortly.

I did set all nearby wrecks to blue on the ratter, and wreckingball then cleaned them up no problem at all.

I'll let you know shortly if the adding of standings works.

And yea, I'd say checking rights should be a vital part, as the majority of people (including me occasionally) will run this in empire and not 0.0.
 

tempest26

Well-Known Member
Not really being a programmer, I don't know what would be involved, but would there be any way of using the local checker code in Evebot with Wreckingball, so you could warp back to a safe if a non blue came into local?

Also I'd like to be able to drop loot in a POS corp hanagr rather than a station.

If anyone could give me a solution, or some pointers to put me on the right path it would be appreciated.
 

tinyromeo

Active Member
Hmm... I have discussed that local and standings thing with others, and looking into it it may be awhile before I start implementing any safety checks. From my point of view having written the script it should be easy enough to slap in a local check in the main loop and just have it warp to a safe spot if said event happens and do whatever (cloak, wait to go back...) and it will check local every 5-30 seconds. I just don't have experience dealing with the local and pilots yet.
POS / Corp hangars is a path I might walk down, but we will see what happens.
I am currently in the middle of a serious rewrite. I have begun to emulate EVEBot's objects, and the power I have over these scripts is amazing and universal. So sometime in the future I will be coming out with a more final version of Wreckingball, but I need to put all the pieces together first.
 

BaconLord

Member
First of all, great script. I did notice one thing that is, at least to me, little annoying. When I run script in anomaly with wrecks, it starts to approach wreck right away, even if its in range. Instead you could tractor beam/salvage all wreck in beam/salvage range and then start approaching wrecks out of range.
 

tinyromeo

Active Member
Yes it does start approaching right away, but it will only approach wrecks out of range of your tractors and stops when they are locked. I am still toying with the behaviors in this bot, however I doubt I will save approaching for last. My intention is for this bot to not move whatsoever since I intend to have ORE Industrial V. I recommend going this route if you find that the bot's approaching is undesirable (because I agree, but it is a necessary evil in salvage botting).
The way I look at it is the time wasted by leaving cargo containers behind more than balances out the time wasted waiting for the slow boat to approach the final few wrecks at the end. So we get the moving done while we are busy and then stop when its all in range.

Edit:
I doubt it is related but I posted an update today with modifications to approaching. However, I did throw in a check to stop approaching a wreck if it is in distance (a little closer actually) rather than only when it is locked. This may help you.
 
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guardian

Member
would the following addition be possible?

- surf belts -> If npc's are there move on / else collect wrecks -> continue to surf belts?
 

tinyromeo

Active Member
I had thought about a chicken of some sort. My thoughts were along the line of
Code:
if ${Me.GetTargetedBy} > 0
but I bet I will be able to do all kinds of chickens in the full version when I am done writing it.
Consider your request noted for now ;)
 
Bugs so far

Wrecking bot counts Containers twice. It still targets anything to use the salvager on. Even warp gates.

Even if you have a Home bookmark set, once it is done, it just sits in the last area salvaged.

It does salvage in reverse of order book marks are made. Perhaps if we look at their time stamp to go to next?

Suggestion: Change the name of the script to StartWB. Other programmers leave scripts as Start and it messes things up...
 

tinyromeo

Active Member
Wrecking bot counts Containers twice.
Counts containers? You mean when the bot shouts its work left it says 2 containers left when there is only 1? This could be that containers take longer to leave space than most other entities, as you may notice the bot sometimes will spam the same container open and close, I put a leash on that behavior, but they still take a bit to unregister from the entity lists.
Edit: You were totally right, this was fixed. I know what happened to CTRL+D duplicates selected text and since I spam CTRL+S when I am working that gets through every once in awhile. Fixed it gonna update main post soon, wait till it says 2-27 Update though please
It still targets anything to use the salvager on. Even warp gates.
Edit: Ok so it does still try to salvage containers. I poured over my code, but found no hints yet, I will keep looking, but this doesn't affect the bots completion. HOWEVER, the bot WILL try to salvage and tractor anything locked on manually so ya, don't do that unless for some reason it misses a wreck or container.
But it doesn't target anything it shouldn't anymore, it looks for its targets by ids instead of searching by names, so if it targets random crap that problem is beyond the scope of my bot.
Even if you have a Home bookmark set, once it is done, it just sits in the last area salvaged.
Nah I used this stuff just last night, its working. Check the main post I have a note on bookmarks and this sounds just like the problem. Test your bookmark on the GoToBookmark feature (add a * to its name) if it does the same thing (not set destination, but turn on autopilot anyways) this is your bookmark, and I am still trying to figure out why certain bookmarks are now having issues. I know that its not my bot because I fought this very same issue with my GoToBookmark feature. I thought my code was faulty when it turned out it was the bookmark because I finally traded over the working one to the rest of my toons. As I get more information on this issue I will share, but for now all I can say is try to make your bookmark differently (in the station, outside it, far away from it). If you figure it out let me know, this is haunting me like the plague.
It does salvage in reverse of order book marks are made.
Nah I swear to you it is pretty random, although sometimes it may appear in some order. I tested it by making bookmarks A, B, C, D, E in that time order, I asked ISXEVE to tell me what order it saw them and it said something like, C, D, E, B, A. Sometime (soon hopefully) in the future I will be putting in a list box or two on the salvager options and this will allow you to select which bookmarks and which fleet members to go to, and in what order, AND you will get the option to loop said areas (useful for belt surfing or w/e else you all do). So this is already noted and planned.
Change the name of the script
Nah, there are too many references to Start in the GUI that I am not gonna go through it now. Place the bot in a subdirectory in your scripts folder (i.e. Scripts\WB\start) then you can do what I do and say run wb/start . This will also clean up your scripts directory as I add more obj_BlahBlahBlah.iss to the bot. Just use EVEBot as your example, it has its own folder and you have to say run evebot/evebot, but you have the option on mine to make the folder name smaller.
 
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Hello Tiny

Great work on the wreckingbot, top marks.

I was watchign it yesterday and realised that it does about 90% of what I want an Orcabot to do, would you be interested in adding a couple of bits to get it Orca capable?

Intended use: Sit at a belt with a bunch of miners, suck in cans as they appear, fill the various cargoholds and when full haul it back to base, drop it off, and return to where it was before. If equipped with a gang link module, keep it active. If equipped with combat drones launch and retrieve them, if equipped with mining drones use them too. Lastly, make sure that a tank is running at all times

Should work:
Tank - I think this will be fine with the latest version but haven't checked it yet

Minor Changes:
Grab cans - only one or two tractors at most but with an excellent range bonus, shouldn't slowboat if out of range, doesn't need to be super fast optimised

Needed:
Move cargo - move from cargo hold to corporate hangar and ore hold until full
Activate gang module if fitted
Launch and retrieve drones

What do you think?
 
Founda bit of a bug - when the cargohold is full wreckingball will still attempt to loot containers resulting in a screen full of 'out of cargo space' popup messages from EVE.

Needs to be a check in there for a full cargo hold before looting.
 

crisdan

Well-Known Member
Bookmarks just seem to be ignored for me

Anyone else having issues when you try to use bookmarks for the salvager? It seems to totally ignore any wreck bookmarks I have made (i.e. wreck 1, wreck2, wreck3 for each site). Also never returns to home bm (station I started in with a bookmark "homebase".
 

Nick87

Member
Having trouble salvaging belt rogue drone wrecks, it doesn't seem to register them. It goes to the BM says there's no wrecks and leaves. It works with anomaly drones, so my guess is maybe their entity id is different and not listed with wrecker?
 

homesofts

Member
try this

Anyone else having issues when you try to use bookmarks for the salvager? It seems to totally ignore any wreck bookmarks I have made (i.e. wreck 1, wreck2, wreck3 for each site). Also never returns to home bm (station I started in with a bookmark "homebase".
try to rename the salvage bmks like : @ 1 , @ 2 , @ 3
try to rename the station bmk like : ? station
in Salvager Option tab try to chek "Safe/Home when done"
 

crisdan

Well-Known Member
Since incarna my autopilot does not stay engaged for wrecking ball when using the gotoBM feature, its as if it cannot use the bookmark anymore to set a waypoint. Anyone else having this behavior since the incarna release?
 

Thiago001

Active Member
warp to fleet member?

Are you planning to create a warp to fleet member options?

Thanks for the great product!
 

Pantho

Member
I know the forums are not that active, but is anyone still using this?

I seem to be getting the error @ http://gyazo.com/23d8c243fa84c98ef8a0a251ba534ce4.png

Now, I know very little coding. I managed to hard code it to loot etc but it would be nice to get it fully working with the gui. Any help?
I fixed it shortly after btw, I was going to set the variables manually in the code. But I found tweaking them fixed the missing checkbox errors :)

Had to swap both of these values for it to appear, I've no idea why it did it, but meh. Long as it works.

variable(script) bool UseSafe = TRUE
variable(script) bool ShieldTanker = FALSE
 

tinyromeo

Active Member
Sorry for the sabbatical. Just wanted to pop in before work and say I am back for updates, however I am not able to test the bot just yet so I don't know if there are any glitches aside from what I have read in the interesting history that has grown while I was away.
Anyways I need to know what has fallen apart in its state of disrepair, and as I get back into the swing of things you can expect some more updates.
I do remember fixing the traveling part before I left, but I didn't upload it. As I recall it spams the autopilot sometimes. I don't know how the bookmark issue is faring. Also I will look into the fix Pantho suggested for the missing checkboxes, but that one killed me cause it always worked fine on my end, so I remember hating that issue. And I remember leaving you with some limp half-assed attempt at combat botting... maybe I can dig around in that and see what pops out.
Anyways just wanted to say hey guys, I'm back. For those that still use the bot let me know what is wrong on your end and hopefully in the next couple days I can put something new back up. :D
 

crisdan

Well-Known Member
Glade your back tinyromeo. Love this little script for salvaging and hope you bring it up to new heights!
 

CyberTech

Second-in-Command
Staff member
Tinyromeo:

I have checked in the contents of the original zip you posted at http://www.isxgames.com/isxScripts/EVE%20(LavishScript)/Scripts/WreckingBall -- check this out to the Innerspace\Scripts\WreckingBall directory

There are no patches from the forums or any other sources applied, the files there are pure from your 02-27-2011 release. You can check out those files, drop your latest files on top, and commit them.

I will pmsg you your subversion username and password.
 

tinyromeo

Active Member
Right on thanks guys!

The more I dig around and try to fix things the more I seem to break them. I've been struggling the last week to get back in to the swing of things and I find that I am disappointed with the way the whole thing turned out. So it is time for a rebuild.
I want to change things to make them more versatile to change, so when I expand I won't need to bloat my code to fit the changes. I also plan on adopting the SVN uploading Cyber keeps kindly shoving down my throat :D but that is not until I have something new to put in it.

No real goals yet aside from a restart. The bugs in the current version do not completely prevent it from functioning. I still had complete functionality for what I had intended it to be. I can say it won't behave well with a full cargo hold, that part was never finished fully. Sometimes it skips activating a salvager, but that I think is because it is going to fast when it has a few close by targets.
And for those who still have issues with home/station bookmarks (problems like not setting destination, not leaving the field to go home, or just won't use station bookmarks) I tried creating bookmarks in various ways and if you want a bookmark of a station to function, undock, right click the station itself, and add bookmark that way. This works for me every time.
Also it is not unloading the cargo when it gets home. Bugger.
 

tinyromeo

Active Member
Ok so a couple of days may have been a little optimistic. Nonetheless its pretty well finished and looking a heck of a lot better than the last one. It behaves mostly the same just some new approaches to the way the bot checks things out, gonna try experimenting with turning off the tractors again see if this new approach is any better. Also, there will be some fine tuning as I test it, but I am going to slow it down just a little bit more so that some things aren't done quite so superhuman like:evil:
A couple of thoughts... I was wondering if I can just delete or have the original post deleted and I can start a fresh posting??
And if anyone has any enlightenment for me and my EVE:MoveItemsTo issue I posted in the bugs forum I can use that method for unloading ship cargo instead of moving hundreds of items one by one... its ugly.
 

CyberTech

Second-in-Command
Staff member
Start a new post, I will close this thread, tinyromeo. I hope you're still planning to link to the SVN :halo:

Note that you can (in addition to committing the files for those who want svn) commit a zip file that you can link to directly for those who still want a zip.
 
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