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Need some help resolving Flicker Strike build

Angest

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Dec 1, 2013
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My skills are Frenzy,Flicker Strike and Blood rage.
For some reason, bot would attack and then just stop doing anything and die. This is what shows up in my log, any assistance would be appreciated.
Ignoring Cairn [5C7F] from loot targeting. (Disabled Chest in Character Settings)
Ignoring Demon's Horn [42BA] from loot targeting. (No Filter Match)
Input error casting Flicker Strike on Bramble Cobra. TargetDoesNotMatch
Input error casting Flicker Strike on Bramble Cobra. TargetDoesNotMatch
Added obstacle at {724, 248}. (Rotate) Tribal Chest
Ignoring Tribal Chest [4FEE] from loot targeting. (Opened Chest)
Stopping the bot. Reason: UI Button Pressed
Error during bot tick: Buddy.Coroutines.CoroutineException: Exception was thrown by coroutine ---> System.Exception: Only part of a ReadProcessMemory or WriteProcessMemory request was completed, at addr: 00E1F000, Size: 8
at GreyMagic.ExternalProcessMemory.ReadByteBuffer(IntPtr addr, Void* buffer, Int32 count)
at GreyMagic.MemoryBase.Read[T](IntPtr addr)
at Loki.Game.Std.Containers.StdVector[TValue](NativeVector nativeVector, ExternalProcessMemory m)
at Loki.Game.Objects.Components.FlaskComponent.(StatType )
at Loki.Game.Objects.Components.FlaskComponent.get_LifeRecover()
at Loki.Game.Objects.Items.Flask.get_HealthRecover()
at ExileRoutine.Exile.<get_LifeFlasks>b__2(<>f__AnonymousType0`2 <>h__TransparentIdentifier0) in c:\Users\James\Desktop\ExilebuddyBETA 0.1.1769.768\Routines\Exile\Exile.cs:line 59
at System.Linq.Enumerable.WhereEnumerableIterator`1.MoveNext()
at System.Linq.Buffer`1..ctor(IEnumerable`1 source)
at System.Linq.OrderedEnumerable`1.<GetEnumerator>d__0.MoveNext()
at System.Linq.Enumerable.WhereSelectEnumerableIterator`2.MoveNext()
at System.Linq.Enumerable.Count[TSource](IEnumerable`1 source)
at ExileRoutine.Exile.<CreateFlaskLogic>b__27(Object ret) in c:\Users\James\Desktop\ExilebuddyBETA 0.1.1769.768\Routines\Exile\Exile.cs:line 132
at Loki.TreeSharp.Decorator.CanRun(Object context)
at Loki.TreeSharp.Decorator..()
at Loki.TreeSharp.Composite.Tick(Object context)
at Loki.TreeSharp.PrioritySelector..()
at Loki.TreeSharp.Composite.Tick(Object context)
at Loki.TreeSharp.PrioritySelector..()
at Loki.TreeSharp.Composite.Tick(Object context)
at Loki.TreeSharp.PrioritySelector..()
at Loki.TreeSharp.Composite.Tick(Object context)
at GrindBot7.LokiCoroutine..()
at Buddy.Coroutines.Coroutine.Resume(Object& value)
--- End of inner exception stack trace ---
at Buddy.Coroutines.Coroutine.Resume(Object& value)
at GrindBot7.LokiCoroutine.Tick(Coroutine coroutine)
at GrindBot7.ActionRunCoroutine.Run(Object context)
at Loki.TreeSharp.Action.RunAction(Object context)
at Loki.TreeSharp.Action..()
at Loki.TreeSharp.Composite.Tick(Object context)
at Loki.Bot.BotMain.()
 
You should post this in support forum, not here.
 
Moved to support.

Are you still having issues with this or was it something fixed in another one of your posts?
 
I'm still having issues with this. I think this is the main problem, bot would get stuck behind something and would not be able to attack.

Input error casting Flicker Strike on Bramble Cobra. TargetDoesNotMatch
Input error casting Flicker Strike on Bramble Cobra. TargetDoesNotMatch
 
Try this, replace the flicker strike registration with:

Register("Flicker Strike", ret => BestTarget.IsInLineOfSight && HasAura(LokiPoe.ObjectManager.Me, "frenzy_charge", MaxFrenzyCharges));

or if you have your own changes made, perform that LoS check in your own conditions so the bot will cast it only if it has LoS to the target.

Certain skills require LoS, as the client won't use them otherwise. Most other skills, the client moves the character into appropriate casting range.

Don't worry about the TargetDoesNotMatch stuff, that's just debugging most of the time and in the next input code logic, will no longer exist.
 
Try this, replace the flicker strike registration with:

Register("Flicker Strike", ret => BestTarget.IsInLineOfSight && HasAura(LokiPoe.ObjectManager.Me, "frenzy_charge", MaxFrenzyCharges));

or if you have your own changes made, perform that LoS check in your own conditions so the bot will cast it only if it has LoS to the target.

Certain skills require LoS, as the client won't use them otherwise. Most other skills, the client moves the character into appropriate casting range.

Don't worry about the TargetDoesNotMatch stuff, that's just debugging most of the time and in the next input code logic, will no longer exist.

Thank you, that seemed to have done the trick for flicker strike however I've encountered another problem that's similar but with Cyclone. I tried LoS but it wouldn't allow me to start EB.
 
Thank you, that seemed to have done the trick for flicker strike however I've encountered another problem that's similar but with Cyclone. I tried LoS but it wouldn't allow me to start EB.

Post the line of code you changed it to. You just have a syntax error if the bot won't start up now.
 
Post the line of code you changed it to. You just have a syntax error if the bot won't start up now.

Ok, I fixed that but do you know why this happens, it stops attacking for a little and I end up dying.

Cleared POI: Monster
POI set to Type: None, Location: {0, 0}, Distance: 0, Name: None, Hash Code: 1500453970
POI set to Type: Monster, Location: {741, 713}, Distance: 5, Name: Monster, Hash Code: 1962547348
Input error casting Frenzy on Brittle Longshoreman. TargetDoesNotMatch
Input error casting Frenzy on Brittle Longshoreman. TargetDoesNotMatch
Input error casting Frenzy on Brittle Longshoreman. TargetDoesNotMatch
Added obstacle at {585, 557}. (Rotate) Supply Container
Ignoring Supply Container [4F55] from loot targeting. (Opened Chest)
Error during bot tick: System.NullReferenceException: Object reference not set to an instance of an object.
at Loki.Game.Objects.Components.StatsComponent.GetStat(StatType stat)
at Loki.Game.Objects.Actor.GetStat(StatType stat)
at Loki.Game.Objects.Monster.get_IsHidden()
at Loki.Game.Objects.Monster.get_IsActive()
at GrindBot7.GrindBot.(Monster )
at System.Linq.Enumerable.WhereEnumerableIterator`1.MoveNext()
at System.Linq.Enumerable.<UnionIterator>d__88`1.MoveNext()
at System.Linq.Enumerable.WhereSelectEnumerableIterator`2.MoveNext()
at System.Collections.Generic.List`1..ctor(IEnumerable`1 collection)
at System.Linq.Enumerable.ToList[TSource](IEnumerable`1 source)
at GrindBot7.GrindBot.()
at GrindBot7.GrindBot.UpdateExploration()
at GrindBot7.GrindBot.Pulse()
at Loki.Bot.Pulsator.(PulseFlags , PulseFlags , Action , String )
at Loki.Bot.Pulsator.Pulse(PulseFlags flags)
at Loki.Bot.BotMain.()

Ignoring Ambush Boots [7A71] from loot targeting. (No Filter Match)
POI set to Type: Dead, Location: {766, 763}, Distance: 0, Name: Dead, Hash Code: 35104327
Uh oh, we died. Gonna go ahead and just get back to town...
 
Also when I wake up I find the bot stuck at the NPC with this in the log:

Navigation path index moved to 4
Pressing bound movement button.
Navigation path index moved to 5
Pressing bound movement button.
Navigation path index moved to 6
Pressing bound movement button.
Navigation path index moved to 7
Pressing bound movement button.
Navigation path index moved to 8
Pressing bound movement button.
Navigation path index moved to 9
Pressing bound movement button.
Navigation path index moved to 10
Navigation path index moved to 11
Pressing bound movement button.
Stopping the bot. Reason: UI Button Pressed
Removed hook [BotBehavior] f064ed5d-4c61-4b05-a2de-9f24be0c4c0c
Cleared POI: Sell
POI set to Type: None, Location: {0, 0}, Distance: 0, Name: None, Hash Code: 436057746
Removing memory patches.
 
It looks like your bot is having memory issues. Is the client having performance spikes or are you noticing anything out of the ordinary?

As for the Sell issues, there was an issue, but it was fixed when your close panels action key was changed from space. You'll have to watch it in town to catch what it's doing if it gets stuck. I've run literally almost 200 bot runs now (cruel twilight strand) testing various changes and have not had any issues with it. What act was it selling in?
 
It looks like your bot is having memory issues. Is the client having performance spikes or are you noticing anything out of the ordinary?

As for the Sell issues, there was an issue, but it was fixed when your close panels action key was changed from space. You'll have to watch it in town to catch what it's doing if it gets stuck. I've run literally almost 200 bot runs now (cruel twilight strand) testing various changes and have not had any issues with it. What act was it selling in?

The client sometimes spikes for a split second but I'm assuming that's enough to disrupt EB? As for the sell issues, act 2 and act 3.
 
Eh, I'm just going to make a new ranger since flicker strike seems buggy with EB lols
 
Btw pushedx I appreciate your quick and informative responses considering how many posts you have to go through in this section
 
Yeah, lots of problems Flicker build runs into atm with EB. It's a shame; Flicker is one of those fast-paced builds that the bot would actually be better at playing than most humans. I know that when I try to manually play my character I have trouble managing everything.
 
When the new input stuff is done and integrated into the bot, we'll take a closer look at certain skills that currently exhibit issues.

Cyclone is a really popular one too, but the bot gets stuck way too often with it. I'll add Flicker Strike to that list as well. I think someone also had mentioned some weird movement issues with Incinerate, but that's more related to the way the Exile is currently setup. If there are any other skills, just mention them and we'll check them out.
 
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