Bloody Battlefield trouble

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Junk
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Joined: Tue Oct 23, 2012 4:59 pm

Bloody Battlefield trouble

#1 Post by Junk » Fri Jan 11, 2013 9:29 pm

I'm having trouble botting at the Bloody Battlefield.

This is the waypoint I am using.

Code: Select all

<!-- #  1 --><waypoint x="xxx" z="xxx" y="xxx">
		repeat
			yrest(100)
			player:update()
		until player.Battling or player:findEnemy(nil,nil,evalTargetDefault)
	</waypoint>
And I have Anti-KS on.

Code: Select all

<option name="ANTI_KS"            	value="false" />
But the bot doesn't want to target any mobs that are already fighting NPCs.

I am no pro with coding or anything, so I am not sure, but it seems like the bot gets stuck clearing target... at least that's the last message on the MicroMacro window when it stops doing anything.

Is there something else I am missing?

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rock5
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Re: Bloody Battlefield trouble

#2 Post by rock5 » Sat Jan 12, 2013 1:41 am

So are you saying it does attack enemies that are not attacking npcs and then stops attacking when only ones attacking npcs are left?
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Re: Bloody Battlefield trouble

#3 Post by Junk » Sat Jan 12, 2013 10:08 am

Sometimes. If I am lucky it will attack one, maybe two mobs before stopping, and if it does it is when it is moving toward the waypoint location if I wasn't already there.

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Re: Bloody Battlefield trouble

#4 Post by rock5 » Sat Jan 12, 2013 10:20 am

Are you sure the mobs level is within the range specified by your profile? Is the mobs HP within the Elite Factor range? The default for the Elite Factor, I believe, is 4. So is the mobs HP less than 4 times your HP? Are you sure you are using the profile where you added the ANTI_KS setting? Are you sure you put the ANTI_KS setting in the right place?

BTW are you using rev 744 or are you trying the RC version of the bot?
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Re: Bloody Battlefield trouble

#5 Post by Junk » Sun Jan 13, 2013 1:09 pm

I am sure that the right profile is being used, but I guess I am unfamiliar with the Elite Factor part. And it is possible I have the Anti-KS in the wrong area. Here is the level difference portion, and section that I put ANTI_KS in... followed by the full profile I've edited here and there over time.

Oh, and I almost forgot, I am using Rev. 744.

I have RC3 on a separate computer that I've been testing without any issues. Though I have not tested this on it. I will see if I can test it tomorrow.

Code: Select all

      <option name="TARGET_LEVELDIF_ABOVE" value="10" />
	   <option name="TARGET_LEVELDIF_BELOW" value="75" />

Code: Select all

<!-- Combat options -->
		<option name="COMBAT_TYPE"        	value="" />				<!-- 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="275" />			<!-- Distance at which it starts using skills -->
		<option name="COMBAT_STOP_DISTANCE" value="220" />			<!-- Distance at which it stops moving towards the target -->
		<option name="MAX_FIGHT_TIME"     	value="5" />			<!-- Max time without damage before break -->
		<option name="DOT_PERCENT"        	value="80" />
		<option name="ANTI_KS"            	value="false" />
		<option name="MAX_TARGET_DIST"    	value="225" />
		<option name="PRIORITY_CASTING"		value="true" />		<!-- If you want to cast attack skills by 'priority' or 'sequencially' -->
		<option name="COUNT_AGGRO_ONLY"		value="false" />		<!-- If you want to count only aggro mobs within range of aoe skills  -->

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<profile>
	<options>
		<!-- Try the bot with a new char mage                   -->
		<!-- At the pioneer village. Use demo.xml waypoint file -->
		<option name="HP_LOW"				value="65" />
		<option name="MP_LOW_POTION"		value="50" />
		<option name="HP_LOW_POTION"		value="35" />
		<option name="USE_HP_POTION"		value="best" inbattle="true" />			<!-- potion select strategy: best|minstack -->
		<option name="USE_MANA_POTION"		value="best" />			<!-- potion select strategy: best|minstack -->
		<option name="USE_PHIRIUS_POTION"	value="true" /> 		<!-- false | true if you want to use the Phirus Potions -->
		<option name="PHIRIUS_MP_LOW"		value="30" />
		<option name="PHIRIUS_HP_LOW"		value="20" />

		<!-- Rest if HP or Mana is below that level -->
		<option name="HP_REST" 				value="15" />
		<option name="MP_REST" 				value="15" />

		<!-- Shopping options, how many of what do you want to keep in your inventory -->
		<option name="HEALING_POTION" 		value="99" />
		<option name="MANA_POTION" 			value="0" />			<!-- set to "0" if not required to buy -->
		<option name="ARROW_QUIVER" 		value="0" /> 			<!-- set to "0" if not required to buy -->
		<option name="THROWN_BAG" 			value="0" />			<!-- set to "0" if not required to buy -->
		<option name="POISON" 				value="30" />			<!-- set to "0" if not required to buy -->

		<!-- either false or arrow or thrown -->
		<option name="RELOAD_AMMUNITION" 	value="arrow" />		<!-- false|arrow|thrown -->

		<!-- Combat options -->
		<option name="COMBAT_TYPE"        	value="" />				<!-- 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="275" />			<!-- Distance at which it starts using skills -->
		<option name="COMBAT_STOP_DISTANCE" value="220" />			<!-- Distance at which it stops moving towards the target -->
		<option name="MAX_FIGHT_TIME"     	value="5" />			<!-- Max time without damage before break -->
		<option name="DOT_PERCENT"        	value="80" />
		<option name="ANTI_KS"            	value="false" />
		<option name="MAX_TARGET_DIST"    	value="225" />
		<option name="PRIORITY_CASTING"		value="true" />		<!-- If you want to cast attack skills by 'priority' or 'sequencially' -->
		<option name="COUNT_AGGRO_ONLY"		value="false" />		<!-- If you want to count only aggro mobs within range of aoe skills  -->

		<!-- Attack monsters 3 levels above or 10 below your level -->
		<option name="TARGET_LEVELDIF_ABOVE" value="10" />
		<option name="TARGET_LEVELDIF_BELOW" value="75" />

		<!-- 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="300" />
		<option name="WAYPOINT_DEVIATION"	value="0" />
		<option name="QUICK_TURN" 			value="true" />

		<!-- Loot settings -->
		<option name="LOOT"               	value="true" />
		<option name="LOOT_ALL"			  	value="false" />  		<!-- Loot all nearby dead mobs after combat -->
		<option name="LOOT_IN_COMBAT"     	value="true" />
		<option name="LOOT_DISTANCE"      	value="200" />
		<option name="LOOT_PAUSE_AFTER"   	value="3" />			<!-- probability in % for a short rest -->
		<option name="LOOT_SIGILS"			value="" />				<!-- Loot sigils or not. If ommitted, will depend on "LOOT" value -->
		<option name="SIGILS_IGNORE_LIST"	value="" />				<!-- List of any sigils you wish to ignore, in language of client -->

		<!-- Auto selling options when used with player:merchant -->
		<option name="INV_AUTOSELL_ENABLE"	value="true" />		<!-- true | false -->
		<option name="INV_AUTOSELL_FROMSLOT" value="151" /> 			<!-- 1 = bag 1 slot 1 -->
		<option name="INV_AUTOSELL_TOSLOT"	value="180" /> 			<!-- 30 = last slot bag 1 -->
		<option name="INV_AUTOSELL_QUALITY"	value="white,green,blue,purple" /> 	<!-- white,green,blue,purple  -->
		<option name="INV_AUTOSELL_NOSELL_STATSNUMBER"	value="4" />

		<!-- Harvest options -->
		<option name="HARVEST_DISTANCE"		value="120" />
		<option name="HARVEST_WOOD"			value="true" /> 		<!-- Choose which types to harvest. -->
		<option name="HARVEST_HERB"			value="true" /> 		<!-- "true" = harvest, "false" = do not harvest -->
		<option name="HARVEST_ORE"			value="true" />

		<!-- Eggpet options -->
		<option name="EGGPET_ENABLE_CRAFT"	value="false" />		<!-- If using same slot for assist and craft, onlt 1 can be enabled. -->
		<option name="EGGPET_CRAFT_SLOT"	value="2" />
		<option name="EGGPET_ENABLE_ASSIST"	value="false" />
		<option name="EGGPET_ASSIST_SLOT"	value="1" />
		<option name="EGGPET_CRAFT_RATIO"	value="1:1:1" /> 		<!-- mining:woodworking:herbalism ratio to produce. -->
		<option name="EGGPET_CRAFT_INDEXES"	value="" /> 	 		<!-- override auto craft index for mining,woodworking,herbalism eg. "2,,"-->


		<!-- Log out and resurrect settings -->
		<option name="LOGOUT_TIME" 			value="0" />			<!-- in minutes, 0 = timer disabled -->
		<option name="LOGOUT_SHUTDOWN"		value="false" />
		<option name="LOGOUT_WHEN_STUCK"	value="true" />
		<option name="CLOSE_WHEN_STUCK"		value="false" />
		<option name="RES_AFTER_DEATH" 		value="true" />
		<option name="MAX_DEATHS" 			value="1" /> 			<!-- Log out after this many deaths -->

		<!-- Party Bot options  -->
		 <option name="PARTY"				value="true" /> 
		 <option name="PARTY_ICONS"			value="true" /> 		<!-- For party leader to place "I" Icon on the target Mob -->
		 <option name="PARTY_INSTANCE"		value="true" /> 		<!-- For party bot to enable the killing of mobs with high HP  -->
		 <option name="ICON_FIGHT"			value="true" />			<!-- For party bot to only attack mobs with "I" Icon -->
		 <option name="PARTY_FOLLOW_NAME"	value="charname" /> 	<!-- For party bot name of character to follow -->
		 <option name="HEAL_FIGHT"			value="true" />  		<!-- For party bot if you want healer to also fight -->

		<!-- pvp -->
		<!--option name="PVP"			value="true" /> --> 		<!-- To enable PVP, with this set to true it will auto attack any players with red names -->

		<!-- For more options and documentation see the RoM Bot Wiki:  -->
		<!-- http://www.solarstrike.net/wiki/index.php5?title=RoM_Bot  -->

	</options>

	<friends>
		<!-- names of friends we help fighting or enemys we don't want to attack -->
		<!-- for umlauts use \129 (ue),\132 (ae),\148 (oe) e.g. K\132fer         -->
		<friend name="" />
		<friend name="" />
		<friend name="Elite_Mob_Name1" />
		<friend name="Elite_Mob_Name2" />
	</friends>

	<mobs>
		<!-- names of mobs we want to attack 				-->
		<!-- if no names defined we will attack all mobs	-->
		<mob name="" />
		<mob name="" />
		<mob name="" />
	</mobs>

	<hotkeys>
    	<!-- to communicate with the RoM API / define ingame dummy macro at place 1 -->
		<hotkey name="MACRO"          key="VK_0" />
	</hotkeys>

	<!-- define your skills depending from your actual primary class -->
	<!-- see the example for a priest/mage                           -->
	<!-- delete skills you don't have or don't want to use.          -->
	<!-- For more skills to use see /database/skills.xml             -->
	<!-- demo skills for LvL 1 character for all classes             -->
	<!-- to use a specific key instead of MACRO then use hotkey="VK_1" this example is for hotkey 1 -->
	

	<skills_warrior>
		<skill name="ROGUE_SHADOWSTAB"          hotkey="MACRO" priority="100" />
		<skill name="WARRIOR_SLASH"          	hotkey="MACRO" priority="90" />
		<skill name="WARRIOR_TACTICAL_ATTACK"   hotkey="MACRO" priority="70" />
		<skill name="WARRIOR_PROBING_ATTACK" 	hotkey="MACRO" priority="80" />
		<skill name="WARRIOR_OPEN_FLANK"      	hotkey="MACRO" priority="70" />
		<skill name="WARRIOR_SURPRISE_ATTACK"   hotkey="MACRO" priority="70" pullonly="true" />
		<skill name="WARRIOR_FRENZY"  			hotkey="MACRO" priority="30" inbattle="true" />
		<skill name="WARRIOR_THUNDER"     	  	hotkey="MACRO" priority="70" />
		<skill name="WARRIOR_MOON_CLEAVE"     	hotkey="MACRO" priority="70" />
		<skill name="WARRIOR_BLASTING_CYCLONE"  hotkey="MACRO" priority="70" />
	</skills_warrior>

	<skills_scout>
		<skill name="ROGUE_HIDE"				hotkey="MACRO" 	priority="0"	autouse="false" />
		<skill name="SCOUT_SHOT"          		hotkey="MACRO" priority="90" />
		<skill name="SCOUT_AUTOSHOT"      		hotkey="MACRO" priority="100" />
		<skill name="SCOUT_WIND_ARROWS"   		hotkey="MACRO" priority="96" />
		<skill name="SCOUT_VAMPIRE_ARROWS" 		hotkey="MACRO" priority="99" />
		<skill name="SCOUT_COMBO_SHOT"        	hotkey="MACRO" priority="98" />
		<skill name="SCOUT_PIERCING_ARROW"    	hotkey="MACRO" priority="96" />
		<skill name="SCOUT_REFLECTED_SHOT"   	hotkey="MACRO" priority="96" />
		<skill name="SCOUT_BATTLE_INSTINCT"  	hotkey="MACRO" priority="99" inbattle="true" />
		<skill name="SCOUT_MENTAL_FOCUS"  		hotkey="MACRO" priority="99" inbattle="true" />
		<skill name="SCOUT_ARROW_OF_ESSENCE"    hotkey="MACRO" priority="90" maxhpper="60" inbattle="true"/>
	</skills_scout>

	<skills_rogue>
		<skill name="SCOUT_SHOT"		   		hotkey="MACRO" priority="31" />
		<skill name="SCOUT_VAMPIRE_ARROWS"		hotkey="MACRO" priority="99" />
		<skill name="SCOUT_WRIST_ATTACK"		hotkey="MACRO" priority="99"	inbattle="true" />
		<skill name="ROGUE_SHADOWSTAB"    		hotkey="MACRO" priority="96" />
		<skill name="ROGUE_LOW_BLOW"      		hotkey="MACRO" priority="95" />
		<skill name="ROGUE_WOUND_ATTACK"   		hotkey="MACRO" priority="94" />
		<skill name="ROGUE_HIDE"    			hotkey="MACRO" priority="10" autouse="false" />
		<skill name="ROGUE_INFORMER"    		hotkey="MACRO" priority="80" />
		<skill name="ROGUE_ASSASSINS_RAGE"    	hotkey="MACRO" priority="60" />
		<skill name="ROGUE_FERVENT_ATTACK"		hotkey="MACRO" priority="0"	autouse="true" inbattle="true" />
		<skill name="ROGUE_EVASION"				hotkey="MACRO" priority="0"	autouse="true" inbattle="true" />
		<skill name="ROGUE_SUBSTITUTE"			hotkey="MACRO" priority="91" autouse="true" inbattle="true" />
		<skill name="ROGUE_ENERGY_THIEF"		hotkey="MACRO" priority="91" autouse="true" inbattle="true" />
		<skill name="ROGUE_SPRINT"				hotkey="MACRO"	priority="0" autouse="false" />
	</skills_rogue>
	
	<onSkillCast><![CDATA[
   target = player:getTarget();
   if target.Id == 103857 then
      if sendMacro("madman.Time") >= 1 then 
         player:clearTarget();
         printf("Running\n")
         yrest(4000)
      end
   end
   ]]></onSkillCast>
   
   <onLeaveCombat>
		if player:findNearestNameOrId("Mysterious Bag") then
			player:target_Object("Mysterious Bag")
			yrest(1000) -- If not enough time to pick up bag, increase it.
		end
	</onLeaveCombat>

	

	<onLoad><![CDATA[
		-- Additional Lua code to execute after loading the profile
		-- and before the bot starts. e.g. You could overwrite profile settings here
		-- like: changeProfileOption("HP_REST", 60);
	]]></onLoad>

	<onDeath><![CDATA[
		-- Additional Lua code to execute on death
		-- pauseOnDeath(); -- Stop the script
		-- player:logout();	-- logout
	]]></onDeath>

	<onLeaveCombat><![CDATA[
		-- Additional Lua code to execute after killing an enemy
	]]></onLeaveCombat>

	<onLevelup><![CDATA[
		-- Additional Lua code to execute after having a levelup
		-- and levelup the skills for a new character (mage or priest recommended)
		-- e.g. sendMacro("SetSpellPoint(_tabnr, _skillnr);"); would levelup a skill
	]]></onLevelup>

	<onSkillCast><![CDATA[
		-- Additional Lua code to execute when casting a skill
		-- Note: arg1 contains the skill being used.
		-- i.e. arg1.Name will be the name of the skill being cast
		-- e.g.:
		--if( 15 > player.HP/player.MaxHP*100 ) then
		--    player:cast("PRIEST_SOUL_SOURCE");
		--elseif( 25 > player.HP/player.MaxHP*100 ) then
		--    player:cast("PRIEST_HOLY_AURA");
		--    player:cast("PRIEST_URGENT_HEAL");
		--    player:cast("PRIEST_URGENT_HEAL");
	]]></onSkillCast>

	<onHarvest><![CDATA[
		-- Additional Lua code to execute directly before the actual harvesting takes place.
		-- Note: arg1 contains the object to be harvested.
		-- i.e. arg1.Name will be the name of the node you are about to harvest
		-- If this snippet returns 'false', the node will *not* be harvested.
		-- All other return values result in the player attempting to harvest the node.
		-- Note that returning 'false' here breaks out of harvesting completely;
		-- You will not attempt to harvest other nearby nodes instead.
	]]></onHarvest>

	<onUnstickFailure><![CDATA[
		-- Lua code to execute when MAX_UNSTICK_TRIALS is reached.
	]]></onUnstickFailure>
</profile>

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rock5
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Location: Australia

Re: Bloody Battlefield trouble

#6 Post by rock5 » Sun Jan 13, 2013 1:24 pm

Elite factor is not an issue because you have PARTY_INSTANCE set to true, so it will ignore elite factor.

So try RC3. There are a lot of targeting changes so it might already be fixed.
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Junk
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Re: Bloody Battlefield trouble

#7 Post by Junk » Tue Jan 15, 2013 1:37 pm

Just tested it on my RC3 rig.

RC3 does not get hung up on "Clearing target..." like 744 does, but it still does not attack the mobs.

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rock5
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Re: Bloody Battlefield trouble

#8 Post by rock5 » Wed Jan 16, 2013 7:20 am

Try it with debugging on and see if it gives any useful information. Just add 'debug' to your start command. Eg.

Code: Select all

rom/bot debug
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Buster99
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Re: Bloody Battlefield trouble

#9 Post by Buster99 » Wed Jan 16, 2013 1:51 pm

Funny, I was just getting ready to post the EXACT same problem as OP and saw this thread. I am using RC3.

I tried the debug option...it worked by killing about 5 mobs (remember these mobs are already in combat with NPCs)...but then it stopped attacking mobs completely and started spamming memory errors:

Error in memory reading: memoryreaduint<proc,0x14>
Error in memory reading: memoryreaduint<proc,0x14>
Error in memory reading: memoryreaduint<proc,0x2CC>
Error in memory reading: memoryreaduint<proc,0x2D4>

etc
etc

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rock5
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Re: Bloody Battlefield trouble

#10 Post by rock5 » Thu Jan 17, 2013 1:47 am

Buster99 wrote:Funny, I was just getting ready to post the EXACT same problem as OP and saw this thread. I am using RC3.

I tried the debug option...it worked by killing about 5 mobs (remember these mobs are already in combat with NPCs)...but then it stopped attacking mobs completely and started spamming memory errors:

Error in memory reading: memoryreaduint<proc,0x14>
Error in memory reading: memoryreaduint<proc,0x14>
Error in memory reading: memoryreaduint<proc,0x2CC>
Error in memory reading: memoryreaduint<proc,0x2D4>

etc
etc
They look like pawn offsets so it looks like the address was nil or 0. So it is trying to update an invalid pawn. What code are you using to attack the mobs?

I did find a small bug that might explain the id error (0x14)

Code: Select all

function CPawn:updateId()
	if self.Address == nil or self.Address == 0 then
		self.Id = 0
		self.Type = 0
		self.Name = "<UNKNOWN>"
	end
That should have a 'return' in it so it doesn't then try to read memory for the id.

That got me thinking, though, that maybe all the 'mini update' functions should check to see if the pawn has an address or not. I found at least one spot, in skill:canUse(), where it doesn't check to see if a pawn exists before trying to update it's values.

I'll do a bit of updating and give you a file to test soon.
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lisa
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Re: Bloody Battlefield trouble

#11 Post by lisa » Thu Jan 17, 2013 2:22 am

rock5 wrote:I did find a small bug that might explain the id error (0x14)
that would explain the mem read error but not why it isn't attacking the mobs. If I recall this was discussed in another topic and I posted the same error messages but mine was killing the mobs just fine, even with the mem read errors.
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rock5
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Re: Bloody Battlefield trouble

#12 Post by rock5 » Thu Jan 17, 2013 3:00 am

lisa wrote:that would explain the mem read error but not why it isn't attacking the mobs. If I recall this was discussed in another topic and I posted the same error messages but mine was killing the mobs just fine, even with the mem read errors.
True, but I'm not really sure why it isn't attacking. I'm hoping if I fix enough things it will fix itself. :D

@Buster99, here is an updated pawn.lua for RC3. Just put it in the 'classes' folder overwriting the file in there and tell me if it helps.
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Buster99
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Joined: Fri Nov 25, 2011 9:27 am

Re: Bloody Battlefield trouble

#13 Post by Buster99 » Thu Jan 17, 2013 9:43 am

Rock, did you forget to attach the file? Or am I missing it? Looking forward to testing it.

To answer the question of the script I was using to attack...it is a simple 6 WP file. The Bloody Battlefield is unique in that you can stand in one spot and just attack mobs that are already aggroed on NPC's. TP and XP is decent and if you are a bit undergeared it is nice because you almost never even take aggro from mobs and take damage.

And to Lisa's point...yes, the script keeps moving through the WPs but just spams the memory errors and doesn't attack any mobs.

I did change my profile to Kill Steal also.

Code: Select all

<?xml version="1.0" encoding="utf-8"?><waypoints>
<onLoad>
	settings.profile.options.COMBAT_DISTANCE = 150
	settings.profile.mobs = {
		"Kulech Vanguard",
		"Kulech Blooddrinker",
		"Kulech Mover",
		"Fire Elemlental",
		}
</onLoad>
	<!-- #  1 --><waypoint x="-5279" z="-18219" y="653">	</waypoint>
	<!-- #  2 --><waypoint x="-5420" z="-18046" y="650">	</waypoint>
	<!-- #  3 --><waypoint x="-5247" z="-17913" y="649">	</waypoint>
	<!-- #  4 --><waypoint x="-4794" z="-17969" y="648">	</waypoint>
	<!-- #  5 --><waypoint x="-4939" z="-18101" y="651">	</waypoint>
	<!-- #  6 --><waypoint x="-5198" z="-18121" y="648">	</waypoint>
</waypoints>

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rock5
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Re: Bloody Battlefield trouble

#14 Post by rock5 » Thu Jan 17, 2013 11:48 am

:oops:
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Buster99
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Re: Bloody Battlefield trouble

#15 Post by Buster99 » Thu Jan 17, 2013 6:59 pm

Good news and bad news . . .

Good: No more memory errors....YAAAAAY

Bad: Can't get script to attack mobs. (two pieces of info...(1) when I first start the script it attacks 2-3 mobs...but as soon as it moves to next WP, never again; (2) You canot recall in this area because of being "engaged in combat")

Ideas?

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Re: Bloody Battlefield trouble

#16 Post by rock5 » Thu Jan 17, 2013 10:24 pm

I wonder if I can go to the "Bloody Battlefield" and check it out. Where is it?

nvm, I see it on the in game map. I haven't been that far before. I'll see if I can reach it.
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Re: Bloody Battlefield trouble

#17 Post by rock5 » Fri Jan 18, 2013 10:07 am

I literally spent all day on this but I think I finally cracked it. Mind you I only changed one word but I think it fixes it. Try it and let me know. This is for the RC3 version.
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Re: Bloody Battlefield trouble

#18 Post by Junk » Sat Jan 19, 2013 2:18 pm

Sorry for the delay in testing. I've been under the weather.

I just started testing it right now on my RC3 rig and it is working great so far.

Thank you Rock5. As always, you are awesome.

I'll update you after I've spent some time testing.

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Re: Bloody Battlefield trouble

#19 Post by Junk » Sat Jan 19, 2013 4:17 pm

At first everything seemed to be working without problem, but then all the mobs with delayed spawns got killed off.

After killing the regular mobs off I'm seeing that my char is still not attacking the instant-spawn mobs that fight the quest NPCs. And those endless waves of mobs are the only reason to want to farm that area.

Whatever you did changed something though, cause before my char wasn't fighting anything in that area.

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rock5
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Re: Bloody Battlefield trouble

#20 Post by rock5 » Sat Jan 19, 2013 8:11 pm

Which are you talking about? What are they called?
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