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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:
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";
            }
The first 4 should already be in, but not the Bodyguard one.
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.
 
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.
 
Does that CombatMedic -> Bodyguard line work? I remember someone mention that it doesn't.

Can't say for certain - I don't have one of high enough level. If after the release it doesn't, just let us know and we'll update it.

One of the upsides of having a public Git repo with the combat routine is that you can update from Git, and we can deliver faster updates.
 
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!
 
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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.
 
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.

Definitely 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
 
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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.
 
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.

That's err.. interesting. Didn't see that happen myself :o
 
Definitely 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
Wait wait wait, does ur BodyGuard heal anything ? mine does nothing ? but the log says nothing aswell :(
What rotation are u using ?
 
That's err.. interesting. Didn't see that happen myself :o

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.
 
UPDATE: I've replaced pressing the ESC key with a double tap of numlock(autorun). It seems to be working fine, I'll report back with longer testing.

EDIT: Can confirm that while resting the ESC menu is opened. I guess I didn't wait long enough to need to rest.

Been running for a few minutes now and not experienced the ESC menu issue reported above.

On a side note, is there anyway to toggle off the "L" shaped movement of the bot, (backup and move to the side)?
I believe this is related to the bot trying to predict obstructions in it's movement. However it seems that this happens in cases that this is not necessary.
 
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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" does :) But 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 :)
 
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Try replacing it with step forward or what default "W" does :) But 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 :)

Not everyone defaults to "W" as forward, but ESC always brings up the menu. It shouldn't have any negative effects at all, so I don't see the harm unless someone reports an issue.

Yeah I also only ever saw it on certain classes-- my Scoundrel was notorious for it.
 
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.
 
Guys is it working for you? I constantly get crashes. Already sent log files to Aevitas. I downloaded the latest from github today.
Crashes with this... Gonna have to turn everything off. Its too much...

Code:
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!

Code:
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!
 
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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.

Yeah, those'll be fixed shortly.
 
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