Did you have MAX_TARGET_DIST set to a short distance for that character?
It was set to 180.
I don't understand the "Stopping execution." error. That's a micromacro error. It has something to do with the coreroutine. We probably need Administrators help on that.
Can disregard that part. Pretty sure it just popped up after I ended the script.
Have a good night. Spent all day at a state fair so I'm pooped.
MAX_TARGET_DIST issue in survivalr5 - This seems to have been an existing problem. The check that fails is the distance to the nearest waypoint. There is only one waypoint in that room and that is near the entry doorway. So if MAX_TARGET_DIST isn't about 300 then it wont reach all the tiles in the room. Seems to affect some classes more than others. I just need to add "settings.profile.options.MAX_TARGET_DIST=300" to the survival script.
survival time running out and still in attack mode - Again that is probably just an issue with survival. When breaking tiles it checks to see if the timer runs out but it doesn't check when dealing with a mob that spawns.
Occasional MAX_TARGET_DIST errors when running normal waypoint files - I believed I already fixed that by adding a player coord update in evaltargetdefault.
Lost fight summary - It was just a typo.
I think that's everything.
At this point I'm thinking of updating to a new beta.
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I just need to add "settings.profile.options.MAX_TARGET_DIST=300" to the survival script.
Yep, that worked perfect. No more issues with Malatina survival!
Other thing I've noticed seems to be around opening mail and NPC dialogue boxes. Seems to be more glitchy now where it skips over actually opening the dialogue box or misses an option selection which throws the rest of the interface actions off. So, if I execute script to open a mail box it may miss that part, not open the mailbox, and then hault/crash the rombot because of a mail box not open error.
But I think this had also happened before this beta and may be independent of the beta and specific to user experience. Like this laptop I'm on is a real piece of crap and probably exceeds some of the delays with it's own. Functions such as "waitforlloadingscreen()" are nice since it just waits until the loading screen has expired before continuing the script unless you specify some time within the parentheses.
One of the first times I tested the new 1-10 questing script it didn't see one of the first npcs. It said something like, "npc not found" even though I was standing right next to it. It didn't happen again so I think we can rule out any problem with the bot. It's more likely just a glitch in the game. There is not much we can do unless we use a loop that keeps trying until successful which is not always what you want.
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Yep, pretty sure I'm just working out user-side kinks for now. This update is SWEET. Will def be looking to expanding ops
My laptop will easily handle 3 instances now where before I could only comfortably do 1. Will see later how far I can push it... Still deciding on what else I'll do with the extra capability.
grande wrote:My laptop will easily handle 3 instances now where before I could only comfortably do 1. Will see later how far I can push it... Still deciding on what else I'll do with the extra capability.
That's excellent. I would have been happy with double the clients. Triple is awesome.
I'm currently working on something else. I had code that I hoped would allow it to cast faster when the skill casttime reduces but it wasn't working properly. I fixed it. I'm just testing some new priest characters that sometimes Rising Tide only takes 1 second. It consistently cast 3 Rising Tides in 3 seconds so I'm happy with that. Actually I don't think the bot even uses the CastTime value anymore, it just needs to know if the skill has a CastTime.
I'm also looking at instant cast skills. They seem to take longer than they need to. Is there even a global cooldown anymore? If so how long is it? It looks like to me that it still takes about a second to cast instant skills. Are there any instant skills that are not affected by it?
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That's excellent. I would have been happy with double the clients. Triple is awesome.
Well, to be more accurate in my reporting I also have to say I recently dropped ops temperature on my laptop from 90 degrees to around 70 degrees celcius which surely helped with operations as well. Either way, the cpu usage is hugely noiticeable as even on my desktop I was capping 100% with just four or five clients running. Not having that issue any more. I think it was consistently hovering around 70% cpu usage with 5 clients going. Again, I need to do more testing but am about to hit the road for a week.
The casting speed or action processing in general is a very fascinating topic indeed! I've gone so far (finally) as to start using Auto Hot Key (AHK) and that is absolutely amazing. Again though, steep learning curve for me. You'd probably have no problem with it... Any how, the bottom line in my opinion is absolute control rather that means sending actions faster than cooldowns allow which is what AHK does. Actually AHK simply spams one button (every 300 miliseconds in my current config) which actually spams a macro of several other actions to include camera angle position setting, target enemy and attack. Spamming that fast keeps the camera where it needs to be for fast targetting and keeps enemies dieing very quickly simply because targetting occurs faster.
Send me an private message and let me know what sort of botting you do. I'll send you the beta. I'm currently polishing off beta3, though, so I might wait until that's ready.
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I think I finally figured out why keypresses are so unreliable. The keyboardPress command is too fast. I was doing some tests with Shot and Wind Arrows while running to the mob and Shot would often fail to cast. It was weird because I could see the character raise the weapon but it wouldn't fire. When I changed RoMScript to press the macro button for 100ms instead of the 50ms that keyboardPress takes, it worked every time. I wonder if this has always been the problem with keypresses.
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Basically the quests don't include the resources ones, the treasure hunting one or any of the kobold quests. Still it should easily get to level 10 which is what it's goal is.
I didn't remove those dialogs because in the end it doesn't really matter that they are there.
Did you still have space in your bags? I worried a bit that someone without a good lootfilter addon might end up with full bags.
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That's strange. I usually end up with nearly both full and mine drops all runes. I'm pretty sure it would have filled if I didn't drop the runes. Did you use the l1-10 profile? That opens up your gift bags which might contribute to filling the bags.
botje wrote:
but a simple stop at merchant should stop that right?
That's the idea. If people report the bags filling I might add a merchant visit.
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