i believe the stop movement bug has to do with the changed HandleTargetChanged HandleTarget to use RunStatus again (no more coroutines)
HandleTarget will now MoveStop when the selected Power is SNOPower.Walk and the distance is < 2f
i believe the stop movement bug has to do with the changed HandleTargetChanged HandleTarget to use RunStatus again (no more coroutines)
HandleTarget will now MoveStop when the selected Power is SNOPower.Walk and the distance is < 2f
Looks like you guys are rightAgreed about LoS.
ClusterExists used for skills uses NearbyUnitsWithinDistance which uses u.HasBeenInLoS. Removing ClusterExists from skills or the LoS check in the unit count allows the character to use blizzard/blackhole/bombardment in trials.
Hey what could be the problem, that my wiz didnt kite ? And go in the mobs and use autoattacks ?
Any additional info?
Tho based on the entire thread, I'd assume your using a build that relies on ClusterExists targeting such as Hydra/Blizzard/Blackhole build with no dedicated single target skill also this should only happen in Rift trials or Cursed events. Does this sound about right?
This is itIs there a way to fix this ?
public int NearbyUnitsWithinDistance(float range = 5f)
{
using (new Technicals.PerformanceLogger("CacheObject.UnitsNear"))
{
if (this.Type != GObjectType.Unit)
return 0;
return Trinity.ObjectCache
.Count(u => u.RActorGuid != this.RActorGuid && u.IsUnit && u.Position.Distance2D(this.Position) <= range && u.HasBeenInLoS);
}
}
public int NearbyUnitsWithinDistance(float range = 5f)
{
using (new Technicals.PerformanceLogger("CacheObject.UnitsNear"))
{
if (this.Type != GObjectType.Unit)
return 0;
return Trinity.ObjectCache
.Count(u => u.RActorGuid != this.RActorGuid && u.IsUnit && u.Position.Distance2D(this.Position) <= range);
}
}
Looks like you beat me to itOkay, quick fix would be to change TrinityCacheObject.cs
From
Code:public int NearbyUnitsWithinDistance(float range = 5f) { using (new Technicals.PerformanceLogger("CacheObject.UnitsNear")) { if (this.Type != GObjectType.Unit) return 0; return Trinity.ObjectCache .Count(u => u.RActorGuid != this.RActorGuid && u.IsUnit && u.Position.Distance2D(this.Position) <= range && u.HasBeenInLoS); } }
To
Code:public int NearbyUnitsWithinDistance(float range = 5f) { using (new Technicals.PerformanceLogger("CacheObject.UnitsNear")) { if (this.Type != GObjectType.Unit) return 0; return Trinity.ObjectCache .Count(u => u.RActorGuid != this.RActorGuid && u.IsUnit && u.Position.Distance2D(this.Position) <= range); } }
Now, take note that this might cause issues for other skills and also make DB attempt to attack mobs that have never been in it's LOS.
Personally I run Arcane Torrent - Fire Ward instead of hydra, it's fast at getting the DOT on a single mob like a RG, also it's got the damage reduction while casting (15%-25%)
Edit: Reason
Currently the RefreshObject.cs - RefreshStepIgnoreLoS, is forcing LOS in certain curcumstances such as Curse events and Trials, YET when it forces the LoS it doesn't add the RActorGuid to the HasBeenInLoS.
I'll have a look at doing a fix to the RefreshObject.cs and post it.
View attachment 143507 - Seems to do the job without the above fix being needed.
Does anyone have any issues with mallet lords? My bot freaks out when there is a mallet lord running in and out like its trying to avoid the swings is there a way to turn this functionality off?
trinity 2.1.13 and questtools 2.1.32 together works at the moment best for me.
with questtools 2.1.36 bot stops work while questtools is generating new routes.
that can kill your character when questtools starts generating route while fighting.
edit: i found out that questtools 2.1.36 movement work a little bit better when u check "force route mode" in questtools config and select "WeightedNearestUnvisited"
trinity 2.1.13 and questtools 2.1.32 together works at the moment best for me.
with questtools 2.1.36 bot stops work while questtools is generating new routes.
that can kill your character when questtools starts generating route while fighting.
edit: i found out that questtools 2.1.36 movement work a little bit better when u check "force route mode" in questtools config and select "WeightedNearestUnvisited"
rrrix1 returned back
2.1.14 is below
Already soon
thx man) wait for changelog and release
Fixed health globes/avoidance/etc combat movement not working
Cleaned up HandleTarget special movement code
Units in Trial rifts are now always "raycastable"
Removed old unused backtracking code from HandleTarget
Minimap markers can now be blacklisted for 60 seconds
2.1.14 is below