Page 1 of 1

Deadland Sand Scorpion Pupa issue

Posted: Sat Jan 21, 2012 5:35 pm
by mwrap
Hi Everyone,

I'm botting against Deadland Sand Scorpion Pupa and after an attack macro says the Pupa is dead. Well, it's definitely not.

The idea for me is to use shot and melee at the same time on it. So..

Here is my profile:

Code: Select all

	<options>
		<!-- Combat options -->
		<option name="COMBAT_TYPE"			value="melee" />		<!-- leave empty or choose ranged/melee if not using class default -->
		<option name="COMBAT_RANGED_PULL"	value="true" />	<!-- only important for melees -->
		<option name="COMBAT_DISTANCE"		value="50" />
		<option name="MAX_FIGHT_TIME"		value="300" />		<!-- Max time without damage before break -->
		<option name="DOT_PERCENT"			value="90" />
		<option name="ANTI_KS"				value="true" />

		<!-- Waypoint and movement settings -->
		<option name="WAYPOINTS"			value="" /> 	<!-- leave empty to show a list -->
		<option name="RETURNPATH"			value="" />
		<option name="PATH_TYPE"			value="waypoints" />	<!-- waypoints | wander -->
		<option name="WANDER_RADIUS"		value="0" />
		<option name="WAYPOINT_DEVIATION"	value="0" />
	</options>

	<friends>
		<friend name="elitemob Neep" />
	</friends>
	
	<mobs>
		<mob name="Deadland Sand Scorpion Pupa" />	
	</mobs>

	<hotkeys>
		<hotkey name="MACRO"          key="VK_0" />
	</hotkeys>

	<skills_warrior>
		<skill name="SCOUT_SHOT"          		hotkey="MACRO" priority="90" />
	</skills_warrior>
and all I want is something similar to:

Code: Select all

		while(true) do
			player:cast("SCOUT_SHOT");
			yrest(500);
		end	   
That should shot and attack whenever possible. Is that right? But what happens is it will consider Pupa dead after the first attack.

Please help me on that!!

Re: Deadland Sand Scorpion Pupa issue

Posted: Sat Jan 21, 2012 8:24 pm
by lisa
Chances are it thinks you arn't doing enough damage and assumes you can't see the mob, hard to say really without seeing what MM is printing.

More info and I might be able to help you better.

Re: Deadland Sand Scorpion Pupa issue

Posted: Sun Jan 22, 2012 9:03 am
by rock5
Thats those thing in Ravenfell south of the Abandoned Fortress, right? I seem to remember they do something strange when you attack them. Like maybe they change when attacked. When playing manually, do you have to retarget them after the first attack? Maybe that's what you have to do with the bot.

Re: Deadland Sand Scorpion Pupa issue

Posted: Sun Sep 23, 2012 2:35 pm
by krokin
Hi Guys,

I've got the same problem. This mob is west of Abandoned Fortress and it wont fight back, even during fight it will stay yellow and not turn hostile.
MM recognizes that damage is being done

Code: Select all

nicht Weiterlaufen: noch ein Ziel gefunden
Wir greifen den Gegner 'Puppe des Todesland-Sandskorpions' an.
Wir versuchen den Gegner mit einer Fernkampffähigkeit an uns heranzuziehen.
Bewegung zu | Soll Entfernung: 50 | Ist: 117
Drücke MACRO: KNIGHT_HOLY_STRIKE  =>   Puppe des Todesland-Sandskorpions (4212/5
352)
Kampf beendet. 2 Puppe des Todesland-Sandskorpions getötet. (Kampf #4 / Laufzeit
 0 Minuten)
Lösche Ziel.
Even though the enemy is still alive the bot considers it killed. I'm guessing because of missing aggro from mob I don't think this mob targets us.
Is there a way to kill this enemy just by checking on HP?

Thanks

Re: Deadland Sand Scorpion Pupa issue

Posted: Sun Sep 23, 2012 3:07 pm
by rock5
Try setting ANTI_KS to false in your profile. I'm not sure that will work but that said, I'm working on a massive bot commit. One of the things I'm addressing is the targeting issues. I'm doing a complete review and update of aggro and targeting. So hopefully it will help your issue if you still have it when I finally commit.

Re: Deadland Sand Scorpion Pupa issue

Posted: Sun Sep 23, 2012 3:18 pm
by krokin
Works perfectly now, thanks Rock!
I was already wondering what that option is good for.

Re: Deadland Sand Scorpion Pupa issue

Posted: Sun Sep 23, 2012 3:27 pm
by rock5
Ah it worked! I saw what I thought was the problem and it looked like that wouldn't help. Must be a different area of code that was causing the problem. I edited my last post for nothing then :D.