Akuba
-
Posts
17 -
Joined
-
Last visited
Never -
Donations
0.00 GBP
Content Type
Profiles
Bug Tracker
Wiki
Release Notes
Forums
Downloads
Blogs
Events
Posts posted by Akuba
-
-
hey kennumen, im not an idiot - ive seen the read me. even before you precipitously assumed i havent.
There's no command for heal or aggro. And as i said the auto dress would come in handy. I know how to operate the bots but further automation in this respect would be really nice. Thats my opinion and there's no workaround for it - the available options are not what im driving at.
Hello
I have used Playerbot now for a few weeks. I have 5 man party.
"Best" healing I get when I play a healer priest and rest are bots (2 pallies, warrior and a rogue).
My party members are lvl 20-21.
I had a problems with looting until I started using Master Loot...lol
Best regards,
Akuba
-
Hi again
Reading from https://github.com/blueboy/portal/blob/master/bot_readme.txt,
currently there is no support for enchanting?
How about: /t BOTNAME enchant <ITEM LINK> ?
That would command bot to open trade window and put ITEM for enchanting.
Best regards,
Akuba
I just love Playerbot
-
Love this bot... running with a group of 7 through the game right now... Unfortunately, I can't get them to enter instances with me. I've seen the issue come up a few times in this thread, but nobody's come up with a solution on how to get bots into instances...
So are others capable of doing it? If so, what's the trick?
Hi
I have only been able to test The Deadmines with my bots. No problems in entering that instance.
Are your bots in a party with you? Is instance only for 5 toons?
Best regards,
Akuba
-
This suggest that something is continually sending an 'inspect' request to the bot. Are you using any addons that have party chat. I know 'QuestHelper' does. Either disable party chat or disable the addon.
Hope this helps
Hi
HealBot 3.3.5.4 caused spamming.
Why only one bot is spamming "Here's all the items in my inventory that I can equip." ?
Akuba
-
When pulling mobs with my priest, I would like to command bots to be passive and only
start to attack when I command them to do so. Now they start to attack as soon I have
aggroed a mob.
First create two macros
1) priest attack
/w <botname> attack
2) party attack
/p attack
First send in the priest to pull the mob. The party will remain close to the player, and will only react if the player is threatened. Then, command the party to attack, once the priest has the mobs attention.
Hope this helps
Hi
That helped pulling but "passive" command would be handy. For example you can't command
bots away from target dummies if you have started training.
One bot keeps spamming every sec http://i52.tinypic.com/nx5f08.jpg[/img]
Best regards,
Akuba
-
Hi blueboy
When pulling mobs with my priest, I would like to command bots to be passive and only
start to attack when I command them to do so. Now they start to attack as soon I have
aggroed a mob.
Would that be difficult to implement?
Best regards,
Akuba
-
Only "problem" now is MoveMapGen from mmaps. Generating *.mmaps and *.mmtiles takes so long time.
That's the only annoying problem with MoveMapGen. They have certainly improved the extraction time from what it was originally. I remember it used to take about two days on the box I was running at the time. On the dual xeon workstation I have now, it still takes over twelve hours but it's much better. It's good that your having a go at preparing a clean patch for movement maps yourself. If you have any problems, let me know. Remember that you'll have to apply the patches in a strict order. I like to apply movement maps first as it will eventually be part of the core. The playerbot patch will need to be adapted to apply after movement maps (few small changes to Chat.cpp Chat.h and the VC100 source)
Hope this helps
Heh...I applied playerbot first and then mmaps
Didn't see any errors regarding Chat.* or the VC100 source iirc.
Akuba
-
Hi Akuba & Flameburst,
Can you both describe your systems please (hardware, os and which mods your using), also providing more information on the errors your getting.
Cheers
Hi
I don't have Flameburst's problem.
Only "problem" now is MoveMapGen from mmaps. Generating *.mmaps and *.mmtiles takes so long time.
But my system:
Windows 7 Ultima 64bit. 8 gig mem (WMware Player 3.1.4 (Ubuntu 11.04 workstation (Mangos with Playerbot new-ai and soon mmaps_rewrite)))
Akuba
-
Hello blueboy
I followed your advice you gave to Flameburst.
Here my result on Ubuntu 11.04 desktop, git version 1.7.4.1 and "default" git config:
---------------
git config --list
user.name=xxxxxxxx
core.repositoryformatversion=0
core.filemode=true
core.bare=false
core.logallrefupdates=true
remote.origin.fetch=+refs/heads/*:refs/remotes/origin/*
remote.origin.url=git://github.com/mangos/mangos.git
branch.master.remote=origin
branch.master.merge=refs/heads/master
----------------
Script:
#!/bin/bash -x
git clone git://github.com/mangos/mangos.git new-ai
cd new-ai
git fetch git://github.com/blueboy/portal.git new-ai:new-ai
git checkout new-ai
HASH=`git log --pretty=oneline | grep -m 1 '\\[1[0-9]\\{4\\}]' | cut -d " " -f 1`
git diff $HASH > new-ai.patch
git checkout master
git apply --check --whitespace=fix new-ai.patch
Git apply --check gave error
new-ai.patch:4598: trailing whitespace.
so I edited line 4598 in new-ai.patch and removed extra tab.
After that patch didn't gave any errors
Akuba
-
Hi Akuba,
Sorry my fault When I created the function PickPocket() for rogues, I didn't build in any event traps for invalid targets. A NULL pointer is being passed as a target to pickpocket.
None (Guid: 0) is unsupported for looting.
Then there is an attempt to loot an invalid creature and CRASH!
0x0829200e in Loot::GetMaxSlotInLootFor(Player*) const ()
On entry to the function I should have included a statement
if(!pTarget)
return false;
I have updated the new-ai branch and would be grateful if you could confirm that it stops the crash.
.. and thanks for drawing my attention to this error
Hope this helps
Hi
Still crashing on the coast of Westfall:(
---
20:10:01 Next game event check in 120 seconds.
Pet (Petnumber: 7 Guid: 7) is unsupported for looting.
Program received signal SIGSEGV, Segmentation fault.
[switching to Thread 0xa7873b70 (LWP 26666)]
BACKTRACE FULL
#0 0x0861152c in std::_Rb_tree<unsigned int, std::pair<unsigned int const, std::vector<QuestItem, std::allocator<QuestItem> >*>, std::_Select1st<std::pair<unsigned int const, std::vector<QuestItem, std::allocator<QuestItem> >*> >, std::less<unsigned int>, std::allocator<std::pair<unsigned int const, std::vector<QuestItem, std::allocator<QuestItem> >*> > >::_M_begin (this=0xf90) at /usr/include/c++/4.5/bits/stl_tree.h:488
No locals.
#1 0x08610335 in std::_Rb_tree<unsigned int, std::pair<unsigned int const, std::vector<QuestItem, std::allocator<QuestItem> >*>, std::_Select1st<std::pair<unsigned int const, std::vector<QuestItem, std::allocator<QuestItem> >*> >, std::less<unsigned int>, std::allocator<std::pair<unsigned int const, std::vector<QuestItem, std::allocator<QuestItem> >*> > >::find (this=0xf90, __k=@0xa7872d98) at /usr/include/c++/4.5/bits/stl_tree.h:1532
__j = {_M_node = 0x0}
#2 0x0860f152 in std::map<unsigned int, std::vector<QuestItem, std::allocator<QuestItem> >*, std::less<unsigned int>, std::allocator<std::pair<unsigned int const, std::vector<QuestItem, std::allocator<QuestItem> >*> > >::find (this=0xf90, __x=@0xa7872d98) at /usr/include/c++/4.5/bits/stl_map.h:712
No locals.
#3 0x0860b879 in Loot::GetMaxSlotInLootFor (this=0xf54, player=0xa49d0100) at /home/mangos/new-ai/src/game/LootMgr.cpp:727
itr = {_M_node = 0x0}
#4 0x087fea91 in PlayerbotAI::PickPocket (this=0xa581ca40, pTarget=0xa4734100) at /home/mangos/new-ai/src/game/playerbot/PlayerbotAI.cpp:3359
markGuid = {m_guid = 17383894561767555079}
c = 0x0
loot = 0xf54
looted = false
lootNum = 7846284
#5 0x088db2fe in PlayerbotRogueAI::DoNextCombatManeuver (this=0xa49ae900, pTarget=0xa4734100) at /home/mangos/new-ai/src/game/playerbot/PlayerbotRogueAI.cpp:159
ai = 0xa581ca40
m_bot = 0xa49d0100
fTargetDist = 4.9416151
pVictim = 0x0
out = <incomplete type>
#6 0x087f9e4b in PlayerbotAI::DoNextCombatManeuver (this=0xa581ca40) at /home/mangos/new-ai/src/game/playerbot/PlayerbotAI.cpp:1879
No locals.
#7 0x087fd2d9 in PlayerbotAI::UpdateAI (this=0xa581ca40) at /home/mangos/new-ai/src/game/playerbot/PlayerbotAI.cpp:2889
pSpell = 0x0
currentTime = 1315501890
#8 0x0861ea30 in Player::Update (this=0xa49d0100, update_diff=100, p_time=100) at /home/mangos/new-ai/src/game/Player.cpp:1475
---
-
Hi
Nice rewrite of Playerbots.
I noticed one slight problem. When I command bot to attack a mob, it starts running towards the mob.
But...it will go to that location, where mob was when command was given. Not to mob's current location.
Best regards,
Akuba
-
Hello
Been busy with RL.
Now had time to play. Fetched and compiled latest new-ai.
Got same type of server crash like in the coast of Westfall.
Now in the cave on the way to The Deadmines near Marisa du'paige.
Maybe bot tried to loot Living Flame <Defias Magician's Guardian> ?
Here few lines from the server log:
----
None (Guid: 0) is unsupported for looting.
19:51:18 Pet (Petnumber: 1 Guid: 1) is unsupported for looting.
Program received signal SIGSEGV, Segmentation fault.
[switching to Thread 0xa7573b70 (LWP 6206)]
0x0829200e in Loot::GetMaxSlotInLootFor(Player*) const ()
CRASH ON Wed Sep 7 19:51:42 EEST 2011
Using the running image of child Thread 0xa7573b70 (LWP 6206).
Program stopped at 0x829200e.
It stopped with signal SIGSEGV, Segmentation fault.
Type "info stack" or "info registers" for more information.
BACKTRACE
#0 0x0829200e in Loot::GetMaxSlotInLootFor(Player*) const ()
#1 0x084cf42f in PlayerbotAI::PickPocket(Unit*) ()
#2 0x0862fbc8 in PlayerbotRogueAI::DoNextCombatManeuver(Unit*) ()
#3 0x084e0078 in PlayerbotAI::DoNextCombatManeuver() ()
#4 0x084e10c6 in PlayerbotAI::UpdateAI(unsigned int) ()
#5 0x0830d375 in Player::Update(unsigned int, unsigned int) ()
#6 0x08286175 in Map::Update(unsigned int const&) ()
#7 0x0816279f in MapManager::Update(unsigned int) ()
#8 0x083793d4 in World::Update(unsigned int) ()
#9 0x081414bd in WorldRunnable::run() ()
#10 0x086760f2 in ACE_Based::Thread::ThreadTask(void*) ()
#11 0x00214325 in ACE_OS_Thread_Adapter::invoke (this=0xa7677040) at ../../ace/OS_Thread_Adapter.cpp:90
#12 0x001c8731 in ace_thread_adapter (args=0xa7677040) at ../../ace/Base_Thread_Adapter.cpp:124
#13 0x007b8e99 in start_thread () from /lib/i386-linux-gnu/libpthread.so.0
#14 0x0089c73e in clone () from /lib/i386-linux-gnu/libc.so.6
BACKTRACE FULL
---
Best regards,
Akuba
PS. My configuration: Ubuntu 11.04 desktop 32bit running in VMware Player 3.1.4
-
Hi
I use YTDB myself so I'll pop over to Westfall and see if I get the same. I've taken a quick look at the paladin ai and I agree there is no code to handle "Seal of Righteousness'. Leave it with me and I'll come up with something. The loot roll should be easy to fix. I'll include a condition to force the bots to pass on the loot if their inventories are full.
Hope this helps
Cool.
That Murloc Hunter's pet goes under the ground and only bot can target/attack it. With only one bot, bot was too weak to kill it.
But she still tried to kill it. No bot command to follow the master even bot is in combat? That could have been handy.
With many bots I was able to kill the pet and then mangosd crashed when bots tried to loot it...I think.
Many times bots go under the ground. I have VMAPS enabled, so is it Mangos bug?
Best regarsd,
Akuba
-
Hi Guys
First of all, I have just pushed the 'revamped bot quest management' code to new-ai branch, as promised. Sorry for the delay, but I had to iron out a few last minute issues with the code. The bot commands should now work much better and I would interested in your comments.
Lets keep the momentum going!
Talking of comments, it's good to read your discussion on future development of playerbot, with regard to Arenas and Battlegrounds support. I would like to help if I can, but it will require your patience and lots of feedback. This is new ground for me and I have not got a clue about gaming in such areas. I will need lots of help, ideally from guys who can program or at least relate their ideas in pseudo code. I have been approached by many who claim that they can rewrite the playerbot ai, but all seem to vanish into the woodwork. I like the idea of building modular code that could be utilized in a macro or scripting environment and so expertise in these areas would also be welcomed.
@Akuba Thanks for your contribution. I plan to include your suggested revision in the new-ai code shortly. I also look forward to hear about this issue, causing your server to crash. I have just pushed revised code to new-ai that may resolve these issues, but if not we'll sort you out
Hope this helps
Hi
Have do try your new revision after sending this message Keep up the good work!
That crash happened always on the west coast of Westfall. If you kill Murloc Hunter's pet, mangosd will do
Segmentation Fault. Last message on the server console before Segmentation Fault is something about looting. Could be DB issue. I'm using
YTDB_0.14.3_R600_MaNGOS_R11581_SD2_R2151_ACID_R308_RuDB_R39.
Before coming here I noticed that my lvl14 paladin isn't using Seal of Righteousness.
Without Seal of Righteousness, she can't use Judgement of Light or Wisdom.
She is using Blessing of Might and Devotion Aura.
When looting, bots still try to greed or need even when their bags are full.
Best regards,
Akuba
-
Hi again
Lesser Heal is priest's starting healing spell and at lvl16 Heal is available.
My C++ skills are non-existent. I have only studied C about 20 years ago and very briefly
When I played today, I made priest master of the party and all went better. Before that my master was pally.
I also installed new-ai. It has a problem that crashes server. I will post more info about that tomorrow.
Best regards,
Akuba
-
Hi
I just started using Playerbot and after playing for some time, I noticed that priest wasn't healing at all.
After checking PlayerbotPriestAI.cpp, I noticed that Lesser Heal wasn't used at all and that was the
only healing spell for my low level priest. So I made this simple modification and now he's healing:
----------------
else if (hp < 80 && RENEW > 0 && ai->CastSpell(RENEW, *target))
return true;
// added these 2 lines
else if (hp < 80 && LESSER_HEAL > 0 && ai->CastSpell(LESSER_HEAL, *target))
return true;
else
return false;
} // end HealTarget
----------------
Dunno if that is the best way to do it.
Best regards,
Akuba
Mangos + mmaps + playerbot + ScriptDev2
in OldGeneral support
Posted
Hello
This worked but is it 100% OK?
--
~$ rm -fr mangos/
~$ git clone git://github.com/mangos/mangos.git
~$ cd mangos/
~/mangos$ git fetch git://github.com/faramir118/mangos.git mmaps_rewrite:mmaps_rewrite
~/mangos$ git checkout mmaps_rewrite
~/mangos$ rm -fr dep/recastnavigation/RecastDemo/
~/mangos$ HASH=`git log --pretty=oneline | grep '\\[1[0-9]\\{4\\}]' | head -n 1 | cut -d " " -f 1`
~/mangos$ git diff $HASH > mmaps_write.patch
~/mangos$ git checkout master
~/mangos$ git apply --whitespace=fix mmaps_write.patch
~/mangos$ git fetch git://github.com/blueboy/portal.git master:new-ai
~/mangos$ git checkout new-ai
~/mangos$ HASH=`git log --pretty=oneline | grep '\\[1[0-9]\\{4\\}]' | head -n 1 | cut -d " " -f 1`
~/mangos$ git diff $HASH > new-ai.patch
~/mangos$ git checkout master
~/mangos$ git apply --whitespace=fix new-ai.patch
~/mangos$ git clone git://github.com/scriptdev2/scriptdev2.git src/bindings/ScriptDev2
~/mangos$ git apply src/bindings/ScriptDev2/patches/MaNGOS-11167-ScriptDev2.patch
~/mangos$ mkdir build
~/mangos$ cd build
~/mangos/build$ cmake ../ -DPCH=1 -DACE_USE_EXTERNAL=1 -DDEBUG=0 -DTBB_USE_EXTERNAL=0
~/mangos/build$ make
~/mangos/build$ make install
--