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Bot is not attacking for PVP

bobsyuruncle

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Jul 21, 2012
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Hi guys,
I have the bot installed in My Documents. I've installed svn and updated wingit per pdf. I am using combat profile which is ironically rather empty (no no i get why, I still find it funny), and have routine set to WingIt all in one, which is my only routine choice.
My Goal: I want the bot to do attacks but not the movement in a wz.... If it seems odd, think Arthritis. :(
I start the bot and then enter a warzone press pagedown to disable movement and the bot never attacks even when enemy is selected.
I enable movement again to test if that's it.. no good. Run around, do some attacks... no change. Stop and start the bot again. no change.

I'll add the latest log to the thread and that might help some. I've read about every forum thread I could find, but not seeing much of this problem.
View attachment 2012-07-23 01.36.txt

Thanks folks
 
Could you give me a little more information as to why that is?
Is the bot incapable of targeting other players in a wz via it's native programming or is it a problem with the wingit-all in one routine? I ask because if it's a native problem there is nothing I can do as I don't have the source code to buddywing, but if it's with the scripts for wingit, that at least gives me something to target and see if I can hack something together that sort of fits my needs.
 
We, not being developers, don't know exactly.

From what I do know:

1) The bot can't do automated PvP like HonorBuddy does in WoW where it runs around the map for you.

2) You can manually run your bot in PvP but it really seems to be a crapshoot on whether or not it works. It doesn't work for you, it works half the time for someone else, and yet someone else has no problems.

Problem is we can't necessarily try and find what the issue is when the Devs fall back (which they should) to saying that the bot is only designed for PvE right now.

Trust me, I get where you are coming from. Arthritis or not tab targeted quick key combat is something I find boring and repetitive at this point (there are only so many levels in so many MMOs one can do before ANY MMO gets boring). This is why I use it for PvE... Unfortunately until the Devs actually throw in a PvP core or tell us it should work in PvP there isn't much that can be done.

Best thing I can suggest is see if BW is working in PvE first. Go to a lower level planet and do what you're doing now (pick the combat bot profile, hit PgDown, start combat) and see what happens. If it works in PvE then it simply may not work correctly in PvP (different target types to read, etc).

If it does *NOT* work in PvE then you have a core BW issue that we can maybe try and figure out.
 
Thank you for the informed response. It helps give me a pulse on where BW is at.

It is my understanding so far based on what I've read and these responses that the bot is 'capable' of targeting players in PVP and running through its attack sequences, but does not currently have any pre-made profile configurations that are able to handle this effectively.
If I understand correctly, all of the targetting and attacking sequences are configured via the scripting done in the routine files... mainly wingit's all on one pre-configured package which are compiled at runtime. I would like to begin revamping the routines for the functionality I want which is not inclusive of movement, but just reactive functions.
What I mean by this is say the enemy is stunned and (x) ability is only usable when enemy is stunned. I would like to configure a profile to simply go through these conditions and apply any of these ability types when it can... otherwise bot loops its idle process and the player just does his normal thing. This way BW becomes a cc and helper bot rather than a farming bot (not implying a problem with farming).
Now I describe this not to ask the community to make it for me, but just to give an idea of what I'll be working on. What I am asking for is any developer knowledge that might save me some time in adapting to BW's scripting language. Most importantly any log and debug functions that I can call to output vital information regarding current function calls, actor states etc.

I would appreciate any guidance this community can provide as from an outward appearance you guys seem to be pretty supportive of each others progress as well as BW being rather hackish in nature (not a negative quality), which appears to allow for more flexibility in its functionality.
 
Well first things first... Try and see if the Bot works for you in PvE at all. If it does we can go from there.

Second... Most of what you're asking for is already in WingIt. For example, I am primarily playing a Marksmanship Sniper right now. If I get CC'd it will immediately use my anti-CC ability (this is all assuming the ability in question isn't on cooldown). If my target is using a channeled ability I interrupt it. If the buff that allows me to use the Followthrough ability is up (it only happens after using Snipe or Ambush) then it fires off Followthrough. If there are a bunch of guys grouped around my target it will use Fragmentation Grenade (an AE ability). If I drop below 50% power it pops my power recharge ability... Etc...

So what you're saying is that you only want it to do the outlying bits... The "reactionary" bits. You want to handle movement and all forms of normal combat? That's fairly easily doable by taking where WingIt is and editing out all of the "normal" bits (you'd just REM them out with // in front of the lines).

That combined with PgDown should cover that.

But again... I recommend that you go into PvE... Load up the "Combat Bot" profile and just target something and see if BW works at all.
 
As of WingIt SVN changeset #673, a number of minor changes have been implemented to aid PvP and profile writers...

  • When LazyRaider movement is disabled, the TargetSelect system no longer "manages the battlefield", but instead honors the "Current Target" selected by the user or by the BWcore. The "current target" is only used for purposes of attacking or interrupting. All other activities--crowd control, healing, dispelling, guarding, shielding, taunting, etc remain under the auspices of the battlefield management system.
    When movement is re-enabled, the TargetSelect system will again re-engage to manage the entire battlefield.

  • When LazyRaider movement is disabled, pull distance is dropped to 1 meter. When movement is re-enabled or the bot is stopped, the previous value of pull distance is restored.
Hopefully, these two minor changes will help those trying to PvP and do non-fully-automated activities within BuddyWing.

We've still got some big ticket items on our TODO list--such as the crouch issue. But, we're always open to new ideas that lend themselves to the general populace as these did.

cheers,
chinajade
 
Cheers for the awesome update as well as posting in this relevant thread. Thank you for that.
Also Xanathos, thanks for your tips so far... In answer to your question I have been able to make it operate in PVE, but otherwise just been too busy for gaming as of late.

Thanks for the assistance in this thread from both community and admins.
 
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