Cryogenesis
Community Developer
- Joined
- Jul 13, 2010
- Messages
- 2,128
Looks to be about a week at this point.
Thanks for the info!
Good luck!
Looks to be about a week at this point.
Could we get the following fixed aswell?
- Gui for log level
- Gui for logger (after logreset it doesnt log anymore, also not to the logfiles)
- discipline detection:
The first 4 should already be in, but not the Bodyguard one.Code:if (name == "Rage" && BuddyTor.Me.AdvancedClass == AdvancedClass.Marauder) { name = "Fury"; } if (name == "Focus" && BuddyTor.Me.AdvancedClass == AdvancedClass.Sentinel) { name = "Concentration"; } if (name == "DirtyFighting" && BuddyTor.Me.AdvancedClass == AdvancedClass.Scoundrel) { name = "Ruffian"; } if (name == "Balance" && BuddyTor.Me.AdvancedClass == AdvancedClass.Shadow) { name = "Serenity"; } if (name == "CombatMedic" && BuddyTor.Me.AdvancedClass == AdvancedClass.Mercenary) { name = "Bodyguard"; } if (name == "Firebug" && BuddyTor.Me.AdvancedClass == AdvancedClass.PowerTech) { name = "Pyrotech"; }
Check this post for log: https://www.thebuddyforum.com/buddy...ines/197829-defaultcombat-60.html#post2052351
Thanks in advance
Done, but bear in mind that you can contribute these changes yourself as well - the combat routine is a public GitHub project and we encourage people to make pull requests for stuff like this: https://github.com/BosslandGmbH/BuddyWing.DefaultCombat
Either way, we're looking at doing a test run tonight, and perhaps a release if everything goes well.
Does that CombatMedic -> Bodyguard line work? I remember someone mention that it doesn't.
the github wasnt mentioned anywhere before.
The lines i stated, need to be handled by the bot, not routine, and yeah bodyguard part doesnt work, as it looks into the wrong folder.
The bot states these classes falsely!
I know, we've included the github repository for the routine with the release that just went out.
Let me know how the update works, it was a lot smoother on our end. I'll leave this thread open in the event there are issues with the build.
Only problem I see so far is the bot keeps bringing up the escape menu while it is running.
Never did it before, it doesn't stop the bot from working, slow it down or break it in anyway so I don't really care that it does it. But I am sure if someone else out there is getting it that uses the bot for more than credit farming they'll care.
Wait wait wait, does ur BodyGuard heal anything ? mine does nothing ? but the log says nothing aswellDefinitely a lot smoother. I am running Bodyguard now, and it seems to do well.
As can be seen in the log, it still prints to screen as Combatmedic, but it does select the right folder and rotation later on, and runs well.
User is a BountyHunter
2015-09-27 12:39:09,335 [7] INFO Log - Advanced Class: Mercenary / Discipline: CombatMedic
2015-09-27 12:39:09,335 [7] INFO Log - Routine Path: Routines
2015-09-27 12:39:10,631 [7] INFO Log - Medpac Created!
2015-09-27 12:39:10,651 [7] INFO Log - [DefaultCombat] Level: 60
2015-09-27 12:39:10,652 [7] INFO Log - [DefaultCombat] Class: BountyHunter
2015-09-27 12:39:10,653 [7] INFO Log - [DefaultCombat] Advanced Class: Mercenary
2015-09-27 12:39:10,677 [7] INFO Log - [DefaultCombat] Discipline: CombatMedic
2015-09-27 12:39:10,704 [7] INFO Log - [DefaultCombat] [Hot Key][F7] Toggle AOE
2015-09-27 12:39:10,705 [7] INFO Log - [DefaultCombat] [Hot Key][F8] Load UI
2015-09-27 12:39:10,705 [7] INFO Log - [DefaultCombat] [Hot Key][F12] Set Tank
2015-09-27 12:39:10,705 [7] INFO Log - [DefaultCombat] Rotation Selected : Mercenary Bodyguard
2015-09-27 12:39:10,738 [7] INFO Log - [DefaultCombat] Healing Enabled
2015-09-27 12:39:10,748 [7] INFO Log - Chose DefaultCombat as your combat routine.
2015-09-27 12:39:10,749 [7] INFO Log - [DefaultCombat] Level: 60
2015-09-27 12:39:10,749 [7] INFO Log - [DefaultCombat] Class: BountyHunter
2015-09-27 12:39:10,750 [7] INFO Log - [DefaultCombat] Advanced Class: Mercenary
2015-09-27 12:39:10,775 [7] INFO Log - [DefaultCombat] Discipline: CombatMedic
2015-09-27 12:39:10,806 [7] INFO Log - [DefaultCombat] [Hot Key][F7] Toggle AOE
2015-09-27 12:39:10,806 [7] INFO Log - [DefaultCombat] [Hot Key][F8] Load UI
2015-09-27 12:39:10,807 [7] INFO Log - [DefaultCombat] [Hot Key][F12] Set Tank
2015-09-27 12:39:10,807 [7] INFO Log - [DefaultCombat] Rotation Selected : Mercenary Bodyguard
2015-09-27 12:39:10,831 [7] INFO Log - [DefaultCombat] Healing Enabled
That's err.. interesting. Didn't see that happen myself![]()
Been running for a few minutes now and not experienced the ESC menu issue reported above.
It probably has to do with the clunky fix we had to apply to Rest.cs so it would stop the bot from getting stuck in the cycle where it'll just run forward forever into a wall after resting. You can take a look, the fix just had the bot press ESC instead of moving forward. Not sure how else to fix the issue, so if it's not screwing anything up I'd say just leave it.
Try replacing it with step forward or what default "W" doesBut I still think that running forward is a class issue because I haven't had this problem since I changed my classes or Aevitas or you or someone else did something to fix it after 2.0 hit
![]()
2015-09-27 20:16:50,168 [Main Bot Thread] ERROR Log - Engine class is null, TorObject may no longer be valid!
2015-09-27 20:16:51,154 [Main Bot Thread] ERROR Log - Engine class is null, TorObject may no longer be valid!
2015-09-27 20:17:05,432 [Main Bot Thread] ERROR Log - Engine class is null, TorObject may no longer be valid!
2015-09-27 20:17:05,435 [Main Bot Thread] ERROR Log - System.Exception: DbOffset is Zero.
at ?????????????????????????????????????????.?????????????????????????????????????????.?????????????????????????????????????????[](UInt64 , HeroType )
at Buddy.Swtor.Objects.TorObject.GetField[T](DomFieldIds field, HeroType forcedType)
at Buddy.Swtor.Objects.TorCharacter.get_InCombat()
at DefaultCombat.Helpers.Extensions.IsValidTarget(TorCharacter c) in c:\BW\Routines\DefaultCombat\Helpers\Extensions.cs:line 217
at DefaultCombat.Core.Targeting.<get_ScanTargets>b__0(Object param0) in c:\BW\Routines\DefaultCombat\Core\Targeting.cs:line 119
at Buddy.BehaviorTree.Action.RunAction(Object context)
at Buddy.BehaviorTree.Action.BadN9|\[|3%j9C_R{\*xtlW:?s!.MoveNext()
at (IEnumerator )
at Buddy.BehaviorTree.Composite.Tick(Object context)
at Buddy.BehaviorTree.PrioritySelector.\.66coD;EV|>\]Ht|q\]dZ^n$H@'.MoveNext()
at (IEnumerator )
at Buddy.BehaviorTree.Composite.Tick(Object context)
at DefaultCombat.Core.LockSelector.Tick(Object context) in c:\BW\Routines\DefaultCombat\Core\LockSelector.cs:line 20
at Buddy.BehaviorTree.Decorator.gQR\[QKNp#UgPLFvfxk '_L3'%.MoveNext()
at (IEnumerator )
at Buddy.BehaviorTree.Composite.Tick(Object context)
at Buddy.BehaviorTree.Decorator.gQR\[QKNp#UgPLFvfxk '_L3'%.MoveNext()
at (IEnumerator )
at Buddy.BehaviorTree.Composite.Tick(Object context)
at Buddy.BehaviorTree.PrioritySelector.\.66coD;EV|>\]Ht|q\]dZ^n$H@'.MoveNext()
at (IEnumerator )
at Buddy.BehaviorTree.Composite.Tick(Object context)
at Buddy.Common.HookExecutor.Run(Object context)
at Buddy.BehaviorTree.Action.RunAction(Object context)
at Buddy.BehaviorTree.Action.BadN9|\[|3%j9C_R{\*xtlW:?s!.MoveNext()
at (IEnumerator )
at Buddy.BehaviorTree.Composite.Tick(Object context)
at Buddy.BehaviorTree.Decorator.gQR\[QKNp#UgPLFvfxk '_L3'%.MoveNext()
at (IEnumerator )
at Buddy.BehaviorTree.Composite.Tick(Object context)
at Buddy.BehaviorTree.PrioritySelector.\.66coD;EV|>\]Ht|q\]dZ^n$H@'.MoveNext()
at (IEnumerator )
at Buddy.BehaviorTree.Composite.Tick(Object context)
at Buddy.BehaviorTree.Decorator.gQR\[QKNp#UgPLFvfxk '_L3'%.MoveNext()
at (IEnumerator )
at Buddy.BehaviorTree.Composite.Tick(Object context)
at Buddy.BehaviorTree.PrioritySelector.\.66coD;EV|>\]Ht|q\]dZ^n$H@'.MoveNext()
at (IEnumerator )
at Buddy.BehaviorTree.Composite.Tick(Object context)
at Buddy.BehaviorTree.Decorator.gQR\[QKNp#UgPLFvfxk '_L3'%.MoveNext()
at (IEnumerator )
at Buddy.BehaviorTree.Composite.Tick(Object context)
at Buddy.BehaviorTree.PrioritySelector.\.66coD;EV|>\]Ht|q\]dZ^n$H@'.MoveNext()
at (IEnumerator )
at Buddy.BehaviorTree.Composite.Tick(Object context)
at Buddy.CommonBot.BotMain.?????????????????????????????????????????()
2015-09-27 20:19:03,859 [Main Bot Thread] ERROR Log - Engine class is null, TorObject may no longer be valid!
2015-09-27 20:19:29,570 [Main Bot Thread] ERROR Log - Engine class is null, TorObject may no longer be valid!
2015-09-27 20:22:09,270 [Main Bot Thread] ERROR Log - Engine class is null, TorObject may no longer be valid!
2015-09-27 20:22:11,655 [Main Bot Thread] ERROR Log - Engine class is null, TorObject may no longer be valid!
2015-09-27 20:22:11,712 [Main Bot Thread] ERROR Log - Engine class is null, TorObject may no longer be valid!
2015-09-27 20:22:11,713 [Main Bot Thread] ERROR Log - System.Exception: DbOffset is Zero.
at ?????????????????????????????????????????.?????????????????????????????????????????.?????????????????????????????????????????[](UInt64 , HeroType )
at Buddy.Swtor.Objects.TorObject.GetField[T](DomFieldIds field, HeroType forcedType)
at Buddy.Swtor.Objects.TorCharacter.get_Health()
at Buddy.Swtor.Objects.TorCharacter.get_IsDead()
at Buddy.Swtor.Objects.TorNpc.get_IsLootable()
at Buddy.CommonBot.DefaultLootTargetingProvider.?????????????????????????????????????????.?????????????????????????????????????????(TorNpc )
at System.Linq.Enumerable.<>c__DisplayClassf`1.<CombinePredicates>b__e(TSource x)
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 Buddy.CommonBot.DefaultLootTargetingProvider.GetObjectsByWeight()
at Buddy.CommonBot.Targeting.Pulse()
at Buddy.CommonBot.Logic.BrainBehavior.?????????????????????????????????????????()
2015-09-27 20:22:22,374 [Main Bot Thread] ERROR Log - System.Exception: Stuck handler, unsticking.
at Buddy.Navigation.ReactiveAntiStuck.Pulse()
at Buddy.Navigation.DefaultNavigationProvider.?????????????????????????????????????????(String )
at Buddy.Navigation.DefaultNavigationProvider.MoveTo(Vector3 destination, String destinationName, Boolean useRaycast, Boolean straightLineWhileGenerating)
at Buddy.Navigation.Navigator.MoveTo(Vector3 destination, String destinationName, Boolean useRaycast, Boolean straightLineWhileGenerating)
at Buddy.CommonBot.CommonBehaviors.?????????????????????????????????????????.?????????????????????????????????????????(Object )
at Buddy.BehaviorTree.Action.RunAction(Object context)
at Buddy.BehaviorTree.Action.BadN9|\[|3%j9C_R{\*xtlW:?s!.MoveNext()
at (IEnumerator )
at Buddy.BehaviorTree.Composite.Tick(Object context)
at Buddy.BehaviorTree.Decorator.gQR\[QKNp#UgPLFvfxk '_L3'%.MoveNext()
at (IEnumerator )
at Buddy.BehaviorTree.Composite.Tick(Object context)
at Buddy.BehaviorTree.PrioritySelector.\.66coD;EV|>\]Ht|q\]dZ^n$H@'.MoveNext()
at (IEnumerator )
at Buddy.BehaviorTree.Composite.Tick(Object context)
at Buddy.BehaviorTree.PrioritySelector.\.66coD;EV|>\]Ht|q\]dZ^n$H@'.MoveNext()
at (IEnumerator )
at Buddy.BehaviorTree.Composite.Tick(Object context)
at Buddy.BehaviorTree.PrioritySelector.\.66coD;EV|>\]Ht|q\]dZ^n$H@'.MoveNext()
at (IEnumerator )
at Buddy.BehaviorTree.Composite.Tick(Object context)
at Buddy.Common.HookExecutor.Run(Object context)
at Buddy.BehaviorTree.Action.RunAction(Object context)
at Buddy.BehaviorTree.Action.BadN9|\[|3%j9C_R{\*xtlW:?s!.MoveNext()
at (IEnumerator )
at Buddy.BehaviorTree.Composite.Tick(Object context)
at Buddy.BehaviorTree.Decorator.gQR\[QKNp#UgPLFvfxk '_L3'%.MoveNext()
at (IEnumerator )
at Buddy.BehaviorTree.Composite.Tick(Object context)
at Buddy.BehaviorTree.PrioritySelector.\.66coD;EV|>\]Ht|q\]dZ^n$H@'.MoveNext()
at (IEnumerator )
at Buddy.BehaviorTree.Composite.Tick(Object context)
at Buddy.CommonBot.BotMain.?????????????????????????????????????????()
2015-09-27 20:22:24,587 [Main Bot Thread] ERROR Log - Engine class is null, TorObject may no longer be valid!
i dont have the esc error... very weird.
Althow the following is present:
- log window stops logging (even to file) when its being reset, the window is blank and doesnt do anything.
- log level cant be set
- show timestamp does nothing.
With the engine update, id say i got some better performance, but still a little lag during combat.