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"ignore non-blocking containers" not working

jubisman

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As the title says, option is checked but bot still loots corpses anyway

Using GT 1.6.3.3 and #279
 
Last edited:
As the title says, option is checked but bot still loots corpses anyway
Using GT 1.6.3.3 and #279

Can you get the SNO of a corpse? ("dump ractors" on the info dumping page of DemonBuddy with DB STOPPED, while stood next to a corpse that it looted).

Might be an SNO mix-up somewhere, either that, or something has changed since patch 1.05 to the way it detects "non-blocking" containers (memory address may have changed).
 
found this

[17:37:44.274 N] [1EED5E88] GizmoType: LootContainer Name: LootType2_BastionsKeepGuard_Frosty_Melee_Corpse_01-16775 ActorSNO: 200221 Distance: 111.9939

also

GizmoType: LootContainer Name: Clicky_LootType2_DemonTrooper_A_Frosty_Corpse_01-17861 ActorSNO: 200251 Distance: 67.11488 Position: <3812.089, 511.018, 9.536743E-07> Barracade: False Radius: 11.98673
[17:41:06.731 N] [1EED3D28] GizmoType: LootContainer Name: LootType2_BastionsKeepGuard_Frosty_Ranged_Corpse_04-17860 ActorSNO: 200232 Distance: 67.43807 Position: <3800.149, 513.0629, 9.536743E-07> Barracade: False Radius: 6.734552
 
Last edited:
I'm reviving this thread because this is still an issue and I believe we can fix this.
Now, if only I could find where in that code Giles put the non-blocking container SNO's...
 
Last edited:
I'm reviving this thread because this is still an issue and I believe we can fix this.
Now, if only I could find where in that code Giles put the non-blocking container SNO's...

I'm on the way, should be solved today. after us server is up and I have time.
 
I'm reviving this thread because this is still an issue and I believe we can fix this.
Now, if only I could find where in that code Giles put the non-blocking container SNO's...
temporary solution here:
change
Code:
                                if (iThisPhysicsSNO > 0 || !settings.bIgnoreCorpses)
                                {

                                    bBlacklistThis = false;
                                    iMinDistance = settings.iContainerOpenRange;
                                }
                                else
                                {
                                    bBlacklistThis = true;
                                }
to this
Code:
                                if (tmp_sThisInternalName.Contains("corpse") && settings.bIgnoreCorpses)
                                {
                                    bBlacklistThis = true;
                                }
                                else if (iThisPhysicsSNO > 0 || !settings.bIgnoreCorpses)
                                {
                                    Logging.WriteDiagnostic("[GilesTrinity] open container " + tmp_sThisInternalName + "[" + tmp_iThisActorSNO.ToString() + "]" + iThisPhysicsSNO);
                                    bBlacklistThis = false;
                                    iMinDistance = settings.iContainerOpenRange;
                                }
                                else
                                {
                                    bBlacklistThis = true;
                                }
I remember it's DB changed the physic mesh to handle some bug here... so physicSNO can't judge the corpse now.
I will find more elegant solution if there is.
 
temporary solution here:
change
Code:
                                if (iThisPhysicsSNO > 0 || !settings.bIgnoreCorpses)
                                {

                                    bBlacklistThis = false;
                                    iMinDistance = settings.iContainerOpenRange;
                                }
                                else
                                {
                                    bBlacklistThis = true;
                                }
to this
Code:
                                if (tmp_sThisInternalName.Contains("corpse") && settings.bIgnoreCorpses)
                                {
                                    bBlacklistThis = true;
                                }
                                else if (iThisPhysicsSNO > 0 || !settings.bIgnoreCorpses)
                                {
                                    Logging.WriteDiagnostic("[GilesTrinity] open container " + tmp_sThisInternalName + "[" + tmp_iThisActorSNO.ToString() + "]" + iThisPhysicsSNO);
                                    bBlacklistThis = false;
                                    iMinDistance = settings.iContainerOpenRange;
                                }
                                else
                                {
                                    bBlacklistThis = true;
                                }
I remember it's DB changed the physic mesh to handle some bug here... so physicSNO can't judge the corpse now.
I will find more elegant solution if there is.
Man, what would I do without you?
Shame I'm only seeing this now, so this'll have to wait until v0.38 of Unified
 
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