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Wirlo

New Member
Joined
Jun 4, 2015
Messages
37
[SOLVED] GameManager.LocalPlayer.GetActiveCCs() not working correctly

all ccs are added to the list but they never leave it again untill reset of instance.
GameManager.LocalPlayer.HasCrowdControl(CCStateType.Disorient)
will always return true if hit once by the cc, untill reset of instance
GameManager.LocalPlayer.GetCCState(CCStateType.Disorient).TimeRemaining
will always return the same number if hit by disoriented once in the instance untill reset.(will return 0 if never hit by it before)

ccs never leave the list and dont display correct time (time also incorrect when actually suffering from the cc)

EDIT: Here is some lua functions if someone is interested:
Code:
        public static bool HasCrowdControl(CCStateType type)
        {
            return Buddy.Wildstar.Game.GameManager.Lua.GetReturnValue<float>(
                  @"cc = GameLib.GetPlayerUnit():GetCCStateTimeRemaining(Unit.CodeEnumCCState." + type.ToString() + @")

                    return cc
                ") > 0;
        }
        public static float CrowdControlTimeRemaining(CCStateType type)
        {
            return Buddy.Wildstar.Game.GameManager.Lua.GetReturnValue<float>(
                  @"cc = GameLib.GetPlayerUnit():GetCCStateTimeRemaining(Unit.CodeEnumCCState." + type.ToString() + @")

                    return cc
                ");
        }
 
Last edited:
Thanks for the heads up. They changed how all the CC states work in the client. I'll get the core stuff updated.
 
Please test and see if CC states work properly now!

If not, I'll have to do more in-depth testing. (It's slightly difficult to find a place where I can test CC's and not constantly die)
 
Tested these:
Code:
GameManager.LocalPlayer.GetActiveCCs()
GameManager.LocalPlayer.GetCCState()

all CCs that happened ingame were shown with correct name and length.
However, something wrong with the time:

Code:
foreach(var cc in GameManager.LocalPlayer.GetActiveCCs())
    Logger.Info(" c#( " + GameManager.LocalPlayer.GetCCState(cc).TimeRemaining + " )");


Code:
Snare c#( 1 )   Lua(5,024)
Snare c#( 1 )   Lua(4,778)
Snare c#( 1 )   Lua(4,576)
Snare c#( 1 )   Lua(4,37)
Snare c#( 1 )   Lua(4,115)
Snare c#( 1 )   Lua(3,913)
Snare c#( 1 )   Lua(3,669)
Snare c#( 1 )   Lua(3,46)
Snare c#( 1 )   Lua(3,215)
Snare c#( 1 )   Lua(3,014)
Snare c#( 1 )   Lua(2,807)
Snare c#( 1 )   Lua(2,56)
Snare c#( 1 )   Lua(2,355)
Snare c#( 1 )   Lua(1,947)
Snare c#( 1 )   Lua(1,746)
Snare c#( 1 )   Lua(1,545)
Snare c#( 1 )   Lua(1,341)
Snare c#( 1 )   Lua(1,133)
Snare c#( 1 )   Lua(0,8890001)
Snare c#( 1 )   Lua(0,688)
Snare c#( 1 )   Lua(0,479)
Snare c#( 1 )   Lua(0,23)
Snare c#( 1 )   Lua(0)

Code:
Knockdown c#( 1 )   Lua(2,238)
Knockdown c#( 1 )   Lua(1,986)
Knockdown c#( 1 )   Lua(1,74)
Knockdown c#( 1 )   Lua(1,537)
Knockdown c#( 1 )   Lua(1,332)
Knockdown c#( 1 )   Lua(1,131)
Knockdown c#( 1 )   Lua(0,883)
Knockdown c#( 1 )   Lua(0,683)
Knockdown c#( 1 )   Lua(0,482)
Knockdown c#( 1 )   Lua(0,28)
Knockdown c#( 1 )   Lua(0,072)

Code:
Grounded c#( 1 )   Lua(1,033)
Grounded c#( 1 )   Lua(0,831)
Grounded c#( 1 )   Lua(0,631)
Grounded c#( 1 )   Lua(0,43)
Grounded c#( 1 )   Lua(0,221)

Code:
Disorient c#( 1 )   Lua(4,877)
Disorient c#( 1 )   Lua(4,671)
Disorient c#( 1 )   Lua(4,467)
Disorient c#( 1 )   Lua(4,212)
Disorient c#( 1 )   Lua(3,96)
Disorient c#( 1 )   Lua(3,71)
Disorient c#( 1 )   Lua(3,506)
Disorient c#( 1 )   Lua(3,303)
Disorient c#( 1 )   Lua(3,056)
Disorient c#( 1 )   Lua(2,844)
Disorient c#( 1 )   Lua(2,646)
Disorient c#( 1 )   Lua(2,399)
Disorient c#( 1 )   Lua(2,2)
Disorient c#( 1 )   Lua(1,952)
Disorient c#( 1 )   Lua(1,745)
Disorient c#( 1 )   Lua(1,541)
Disorient c#( 1 )   Lua(1,291)
Disorient c#( 1 )   Lua(1,034)
Disorient c#( 1 )   Lua(0,793)
Disorient c#( 1 )   Lua(0,532)
Disorient c#( 1 )   Lua(0,332)
Disorient c#( 1 )   Lua(0,08800001)

Code:
Subdue c#( 1 )   Lua(11,819)
Subdue c#( 1 )   Lua(11,578)
Subdue c#( 1 )   Lua(11,372)
Subdue c#( 1 )   Lua(11,168)
Subdue c#( 1 )   Lua(10,961)
Subdue c#( 1 )   Lua(10,759)
Subdue c#( 1 )   Lua(10,559)
Subdue c#( 1 )   Lua(10,307)
Subdue c#( 1 )   Lua(10,067)
Subdue c#( 1 )   Lua(9,860001)
Subdue c#( 1 )   Lua(9,604)
Subdue c#( 1 )   Lua(9,404)
Subdue c#( 1 )   Lua(9,205001)
Subdue c#( 1 )   Lua(9,001)
Subdue c#( 1 )   Lua(8,746)
Subdue c#( 1 )   Lua(8,504001)
Subdue c#( 1 )   Lua(8,288)
Subdue c#( 1 )   Lua(8,088)
Subdue c#( 1 )   Lua(7,839)
Subdue c#( 1 )   Lua(7,596)
Subdue c#( 1 )   Lua(7,382)
Subdue c#( 1 )   Lua(7,179)
Subdue c#( 1 )   Lua(6,937)
Subdue c#( 1 )   Lua(6,68)
Subdue c#( 1 )   Lua(6,426)
Subdue c#( 1 )   Lua(6,224)
Subdue c#( 1 )   Lua(5,97)
Subdue c#( 1 )   Lua(5,731)
Subdue c#( 1 )   Lua(5,523)
Subdue c#( 1 )   Lua(5,323)
Subdue c#( 1 )   Lua(5,115)
Subdue c#( 1 )   Lua(4,878)
Subdue c#( 1 )   Lua(4,659)
Subdue c#( 1 )   Lua(4,458)
Subdue c#( 1 )   Lua(4,217)
Subdue c#( 1 )   Lua(4,017)
Subdue c#( 1 )   Lua(3,805)
Subdue c#( 1 )   Lua(3,551)
Subdue c#( 1 )   Lua(3,311)
Subdue c#( 1 )   Lua(3,102)
Subdue c#( 1 )   Lua(2,845)
Subdue c#( 1 )   Lua(2,591)
Subdue c#( 1 )   Lua(2,344)
Subdue c#( 1 )   Lua(2,138)
Subdue c#( 1 )   Lua(1,893)
Subdue c#( 1 )   Lua(1,691)
Subdue c#( 1 )   Lua(1,486)
Subdue c#( 1 )   Lua(1,23)
Subdue c#( 1 )   Lua(0,98)
Subdue c#( 1 )   Lua(0,78)
Subdue c#( 1 )   Lua(0,574)
Subdue c#( 1 )   Lua(0,331)
Subdue c#( 1 )   Lua(0,129)
 
Code:
Disorient c#( 2885 )   Lua(2,885)
Disorient c#( 2642 )   Lua(2,642)
Disorient c#( 2437 )   Lua(2,437)
Disorient c#( 2234 )   Lua(2,234)
Disorient c#( 2027 )   Lua(2,027)
Disorient c#( 1827 )   Lua(1,827)
Disorient c#( 1586 )   Lua(1,586)
Disorient c#( 1381 )   Lua(1,381)
Disorient c#( 1175 )   Lua(1,175)
Disorient c#( 930 )   Lua(0,9300001)
Disorient c#( 725 )   Lua(0,725)
Disorient c#( 512 )   Lua(0,512)
Disorient c#( 273 )   Lua(0,273)
Disorient c#( 60 )   Lua(0,06)

Code:
Grounded c#( 1173 )   Lua(1,173)
Grounded c#( 967 )   Lua(0,9670001)
Grounded c#( 765 )   Lua(0,765)
Grounded c#( 516 )   Lua(0,516)
Grounded c#( 312 )   Lua(0,312)

You just added that right ? :P
 
Yes, just recently. I have a feeling the actual times are off. Are they correct?
 
my pulsetime is 200ms
during combat, avarage execution time is 40-60ms (or 2-4ms if no condition met).
my combat routine is empty; combat runs inside the pulse in this botbase.
the time fits my expected distance between each pulse.
it also starts logging when i see the cc and stops when the cc is gone.
besides that, the lua returns the exact same number

what makes you think its off ?

EDIT: lua is in seconds and c# in milliseconds obviously

EDIT2: the "grounded" happens during warrior-savage strike cast animation (he jumps in the air)
grounded means: you cant jump
the cast time of savage-strike is 1.2 seconds

EDIT3:
Savage Strike 1.2s
Code:
Grounded c#( 1092 )   Lua(1,092)
Grounded c#( 891 )   Lua(0,891)
Grounded c#( 690 )   Lua(0,6900001)
Grounded c#( 480 )   Lua(0,48)
Grounded c#( 233 )   Lua(0,233)
Code:
Grounded c#( 1072 )   Lua(1,072)
Grounded c#( 825 )   Lua(0,825)
Grounded c#( 625 )   Lua(0,625)
Grounded c#( 416 )   Lua(0,416)
Grounded c#( 168 )   Lua(0,168)
Code:
Grounded c#( 1171 )   Lua(1,171)
Grounded c#( 967 )   Lua(0,9670001)
Grounded c#( 717 )   Lua(0,717)
Grounded c#( 464 )   Lua(0,464)
Grounded c#( 262 )   Lua(0,262)
Grounded c#( 58 )   Lua(0,058)

Environmental Knockdown 2.0s
Code:
Knockdown c#( 1976 )   Lua(1,976)
Knockdown c#( 1765 )   Lua(1,765)
Knockdown c#( 1832 )   Lua(1,832)
Knockdown c#( 1628 )   Lua(1,628)
Knockdown c#( 1427 )   Lua(1,427)
Knockdown c#( 1224 )   Lua(1,224)
Knockdown c#( 972 )   Lua(0,9720001)
Knockdown c#( 722 )   Lua(0,7220001)
Knockdown c#( 518 )   Lua(0,518)
Knockdown c#( 308 )   Lua(0,308)
Code:
Knockdown c#( 1855 )   Lua(1,855)
Knockdown c#( 1604 )   Lua(1,604)
Knockdown c#( 1401 )   Lua(1,401)
Knockdown c#( 1158 )   Lua(1,158)
Knockdown c#( 948 )   Lua(0,9480001)
Knockdown c#( 748 )   Lua(0,748)
Knockdown c#( 546 )   Lua(0,546)
Knockdown c#( 345 )   Lua(0,345)
Knockdown c#( 90 )   Lua(0,09)
Code:
Knockdown c#( 1948 )   Lua(1,948)
Knockdown c#( 1746 )   Lua(1,746)
Knockdown c#( 1541 )   Lua(1,541)
Knockdown c#( 1288 )   Lua(1,288)
Knockdown c#( 1080 )   Lua(1,08)
Knockdown c#( 829 )   Lua(0,8290001)
Knockdown c#( 587 )   Lua(0,587)
Knockdown c#( 385 )   Lua(0,385)
Knockdown c#( 184 )   Lua(0,184)

Environmental Disorient 3.0s
Code:
Disorient c#( 2789 )   Lua(2,789)
Disorient c#( 2583 )   Lua(2,583)
Disorient c#( 2330 )   Lua(2,33)
Disorient c#( 2080 )   Lua(2,08)
Disorient c#( 1878 )   Lua(1,878)
Disorient c#( 1624 )   Lua(1,624)
Disorient c#( 1382 )   Lua(1,382)
Disorient c#( 1180 )   Lua(1,18)
Disorient c#( 978 )   Lua(0,978)
Disorient c#( 776 )   Lua(0,776)
Disorient c#( 564 )   Lua(0,564)
Disorient c#( 321 )   Lua(0,321)
Disorient c#( 114 )   Lua(0,114)
Code:
Disorient c#( 2945 )   Lua(2,945)
Disorient c#( 2692 )   Lua(2,692)
Disorient c#( 2433 )   Lua(2,433)
Disorient c#( 2183 )   Lua(2,183)
Disorient c#( 1980 )   Lua(1,98)
Disorient c#( 1728 )   Lua(1,728)
Disorient c#( 1477 )   Lua(1,477)
Disorient c#( 1272 )   Lua(1,272)
Disorient c#( 1020 )   Lua(1,02)
Disorient c#( 774 )   Lua(0,774)
Disorient c#( 564 )   Lua(0,564)
Disorient c#( 319 )   Lua(0,319)
Disorient c#( 111 )   Lua(0,111)
Code:
Disorient c#( 2930 )   Lua(2,93)
Disorient c#( 2728 )   Lua(2,728)
Disorient c#( 2521 )   Lua(2,521)
Disorient c#( 2318 )   Lua(2,318)
Disorient c#( 2066 )   Lua(2,066)
Disorient c#( 1819 )   Lua(1,819)
Disorient c#( 1611 )   Lua(1,611)
Disorient c#( 1368 )   Lua(1,368)
Disorient c#( 1156 )   Lua(1,156)
Disorient c#( 910 )   Lua(0,91)
Disorient c#( 702 )   Lua(0,702)
Disorient c#( 499 )   Lua(0,499)
Disorient c#( 256 )   Lua(0,256)
Disorient c#( 50 )   Lua(0,05)
Code:
Disorient c#( 2888 )   Lua(2,888)
Disorient c#( 2685 )   Lua(2,685)
Disorient c#( 2442 )   Lua(2,442)
Disorient c#( 2238 )   Lua(2,238)
Disorient c#( 2033 )   Lua(2,033)
Disorient c#( 1780 )   Lua(1,78)
Disorient c#( 1578 )   Lua(1,578)
Disorient c#( 1336 )   Lua(1,336)
Disorient c#( 1133 )   Lua(1,133)
Disorient c#( 931 )   Lua(0,9310001)
Disorient c#( 728 )   Lua(0,728)
Disorient c#( 527 )   Lua(0,527)
Disorient c#( 275 )   Lua(0,275)
Disorient c#( 71 )   Lua(0,071)
 
Last edited:
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