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HB ARCHIVES: DungeonBuddy--DO NOT DELETE

In Gate of the Setting Sun, it's marking Striker Ga'dok as dead without even heading up the elevator.

[EDIT] This is probably the same issue Ilja Rogoff has noticed. The botbase marks Striker Ga'dok as dead. Because we haven't killed him, we can't head over to the beacon so Commander Ri'mok doesn't spawn and we mark him as dead as well. The toons then try heading over to Raigonn, but because the path doesn't exist the toons gather at one point and run around in circles.

This instance used to work (except for the Raigonn Weak Spot targeting issue I've noted before), what happened?
 
In Gate of the Setting Sun, it's marking Striker Ga'dok as dead without even heading up the elevator.

[EDIT] This is probably the same issue Ilja Rogoff has noticed. The botbase marks Striker Ga'dok as dead. Because we haven't killed him, we can't head over to the beacon so Commander Ri'mok doesn't spawn and we mark him as dead as well. The toons then try heading over to Raigonn, but because the path doesn't exist the toons gather at one point and run around in circles.

This instance used to work (except for the Raigonn Weak Spot targeting issue I've noted before), what happened?

Yep, that must be exactly my issue. And dito, it worked few weeks before with no issues :) Maybe highvoltz can look into this? :cool:
 
Hello Guys,

Does anyone have any Custom Scripts Yet ? running party mode at the moment and some dungeons seem a bit bugged ?

Thanks in advance :)
 
Hello

There are a few DundeonBuddy issues that happen only in Party mode:

1. In some instances bot starts to act like character is stuck, when it's not
2. In scenario ''Dark heart of Pandaria'' bot doesn't collect artifacts

Logs attached

Thanks for reading ;)
 

Attachments

This is a combat routine issue.

A lot of healer routines seems to be having this problem which is why I'm planning to add an option to have Dungeonbuddy handle moving within range of kill/heal targets.
There's already an option in the gui for this called 'Combat Movement' (as ShortRound has noticed) but there's no logic in place yet.

Ahhhh that explains a lot. I was wondering why the option wasn't working. Is there a list of what CR's/Settings support movement in combat for DB?
 
Singular is the most reliable for DB... But if they all have issues ppl maintaining the CRs are going to need logs and information. (Obviously speaking - no doubt you know ski, I mean no jab at you)
 
In Gate of the Setting Sun, it's marking Striker Ga'dok as dead without even heading up the elevator.

[EDIT] This is probably the same issue Ilja Rogoff has noticed. The botbase marks Striker Ga'dok as dead. Because we haven't killed him, we can't head over to the beacon so Commander Ri'mok doesn't spawn and we mark him as dead as well. The toons then try heading over to Raigonn, but because the path doesn't exist the toons gather at one point and run around in circles.

This instance used to work (except for the Raigonn Weak Spot targeting issue I've noted before), what happened?

Fixed the issue with Striker Ga'dok being marked as dead before he's actually dead and also fixed a navigation issue that caused the bot to move back and forth in the same dungeon.
The Weakspot facing issue is being looked at.
 
It doesn't roll for items? It just tries to normally loot the body but doesn't roll.

Any fixy?
 
Has anyone put together a tutorial on using/writing custom profiles and scripts for dungeonbuddy? I've yet to see any posted and was wondering if there was any information other than the few lines in the OP. Thanks!
 
In Uldaman in the area Hall of the Crafters the tank runs to the furthest door without using the summoning stone "Alter of the Keepers". If it's a full bot group it does not continue because they are running back and forth to the tank at the door and the summoning stone while the tank is already focused on a mob on the other side of the door.
 
In Uldaman in the area Hall of the Crafters the tank runs to the furthest door without using the summoning stone "Alter of the Keepers". If it's a full bot group it does not continue because they are running back and forth to the tank at the door and the summoning stone while the tank is already focused on a mob on the other side of the door.

Yep noticed that too
 
In Scholomance dungeon when they die they do not take the correct path to the dungeon. Instead or turning left once it gets to the castle it goes right and circles around a wall and tries to get to the portal through a wall.
 
In Maraudon: Earth Song Falls dungeon once in a while the bot will get stuck behind the plants that look like they were added since the last time I've been there. The bot does not do the usual bot unstuck action and therefore keeps running into the plant trying to get to it's intended point.
 
Just ran Stormstout Brewery and it actually completed the whole dungeon. Here's hoping that continues.
I've yet to check the Gate of the Setting Sun to see if that one is fixed. I just need to RNG gods to queue me a random other than SCHOLOMANCE (seven times out of eight, grr!)
 
Speaking of that accursed place (Scholomance) all my toons are taking excessive damage from Dark Blaze in the Lilian Voss encounter. The log shows the botbase is trying to move away but my combat logs are showing a rather long string of damage from this aoe.
Further, the Viewing Room is leaving the healer stranded and even more wipes occur. I know the combat movement option is meant to help resolve this but in the meantime could we pull groups to the entrance to that room?
 
In Maraudon: Earth Song Falls dungeon once in a while the bot will get stuck behind the plants that look like they were added since the last time I've been there. The bot does not do the usual bot unstuck action and therefore keeps running into the plant trying to get to it's intended point.
I will need a location.
In Uldaman in the area Hall of the Crafters the tank runs to the furthest door without using the summoning stone "Alter of the Keepers". If it's a full bot group it does not continue because they are running back and forth to the tank at the door and the summoning stone while the tank is already focused on a mob on the other side of the door.
If you got a log of this then please attach.
 
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