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ExplorePOI abrupt start-stop walking behavior

poe3210

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Code:
ClickToMoveTo now uses a smaller distance between hops rather than a random larger value which was causing the bot to stop moving due to gui collisions.

Moving from .49 to .51 I noticed the character movement to be very start-stoppish for lack of better vocabulary. It is as if my toon is reaching the clicked destination before the next click is executed, and has to wait for some milliseconds for the next click. I have +movement on boots and also perpetual quicksilver flask so this ends up being extremely obvious as an overall movement impediment. I understand shorter distance clicking helps with pathing, but is it possible to increase the poll rate?
 
You can change the target Ticks Per Second by setting:
Code:
BotMain.TicksPerSecond

You can set it in a plugin or just throw it into Exile to see if that takes care of the issue. For example, in DoSpellRegistrations at the top:
Code:
BotMain.TicksPerSecond = 40;

This is something that changes in the new Beta design, as this is a good example of a case where the bot needs to run certain logic faster than other default logic, but the current bot logic is not really optimized to run really fast.
 
it work, awesome, it been a while i wanted to fix this :P anything to make atiziry flask work now ? :)
 
You can change the target Ticks Per Second by setting:
Code:
BotMain.TicksPerSecond

You can set it in a plugin or just throw it into Exile to see if that takes care of the issue. For example, in DoSpellRegistrations at the top:
Code:
BotMain.TicksPerSecond = 40;

This is something that changes in the new Beta design, as this is a good example of a case where the bot needs to run certain logic faster than other default logic, but the current bot logic is not really optimized to run really fast.

Where do i paste that code line?
 
works great. bot is moving better than what I've observed for several prior revisions. thanks for the advice pushedx
 
I can't get that to work =/
Can someone please attach a print of how it looks on exile.cs
 
I can't get that to work =/
Can someone please attach a print of how it looks on exile.cs


Code:
private void DoSpellRegistrations()
        {
            [COLOR="#FF0000"]BotMain.TicksPerSecond = 40; [/COLOR]
            CombatComposite = new PrioritySelector(context => BestTarget);
            BuffComposite = new PrioritySelector(context => BestTarget);
 
You can change the target Ticks Per Second by setting:
Code:
BotMain.TicksPerSecond

You can set it in a plugin or just throw it into Exile to see if that takes care of the issue. For example, in DoSpellRegistrations at the top:
Code:
BotMain.TicksPerSecond = 40;

This is something that changes in the new Beta design, as this is a good example of a case where the bot needs to run certain logic faster than other default logic, but the current bot logic is not really optimized to run really fast.

Will this fix the current stutter walking ? found the file but where under "DoSpellRegistrations" do i add this ? a line number would be really helpful.

J.
 
Last edited:
Will this fix the current stutter walking ? found the file but where under "DoSpellRegistrations" do i add this ? a line number would be really helpful.

J.

Look at the post directly above yours. It is not that hard.
 
No it's not, but its not hard to be nice aswell.

I don't know what else to tell you. The solution is working beautifully for more than just a couple of us. If a line number is that useful, then the line number at which you insert this is 1444 in the Exile.cs .
 
I don't know what else to tell you. The solution is working beautifully for more than just a couple of us. If a line number is that useful, then the line number at which you insert this is 1444 in the Exile.cs .
What you told me was correct - it was what you said afterwards. You could have just finished after your "Look at the post directly above yours".
My "no it's not" was a reference to your "it's not that hard" comment, which makes you a douche.

I'll refrain from continuing this as this has nothing to do with topic at hand.
 
In Beta, we're testing a new way for exploration to hopefully smooth this issue out better.

Right now, we calculate a path, then try to follow it in exploration, abandoning the poi if something else important comes up. The issue is when the path node is either really close, so the client stutter steps slowly because the client's animation smoothing doesn't handle movement smoothly; it's rather coarse.

In beta, what is being tested instead is to always click a certain distance away from the character in the direction of the next node, so in the event the node is too close, it still won't stutter steps since it'll be clicking past it naturally. So far in my testing, this seems to be looking a lot better, but I need to test on characters with much faster run speed as well.
 

Hm, what do you need? Release is not going to change, as it will be replaced with Beta. The fix for Release, is to rewrite all the code, which is mostly done in Beta. Some of the now older coroutines need to be updated, so that's why you see some movement glitches when opening chests and stuff, but those aren't a big deal. The current Beta should not really exhibit this behavior when exploring. If you notice Beta specific issues though, please use the Beta thread. :)
 
i bumped it because i was looking for it every update :)
thats all
 
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