I like the last idea a lot, too --- it would make equipping a raid significantly easier (having each character go through and equip their own raid is worse than just one doing it).
Quote:
Are group buffs/heals/MGB's working yet, or is that still in the works? Unrelated, but, The Realm still down? |
Quote:
MGB's no The Realm issue may be a router problem. The last I heard there was going to be a router reboot, so I'll check it later. |
Quote:
I guess it wasn't a bad idea, since it is still in use. Still, zones like Najena, where Magicians are many and most use pets, there is ghosting. but what I did there was make the '#zone in' in a hidden corner in the small pond just before you get to Najenas room. Only GMs are supposed to use #zone, and this way, players won't see the ghost pack at zin. You really did a great job on the spells, I was working on some spellsets for bots and other NPCs, and I can understand all the labor you put into it. I also am learning my final part to this emulator which is the code, so I'm able to really see and admire all the work you all are doing, and you did miracles with the Bot code. I had my little 'BS' arrays going with the spells that wouldn't work right, and was proud of it you made me feel like a first grader with your fixes :) - But it was working! Still I wanted to keep the sow out of the dungeon and had it out tell I added your fix, then it got broke. I found a spot where you disabled levitation (botAI.cpp); Code:
// Put the zone levitate check here since bots are able to bypass the client casting check Code:
// Put the zone levitate check here since bots are able to bypass the client casting check I really appreciate your work with the Bots and thank you for posting it! |
i am running Congdar's 1129 version and im having all kinds of problems cpu at 100% world crash with Microsoft debug error.. im not doing anything diff then i did with my old server sept my old server did not have bots.. there working but the problems outweigh the advantage.. any help?
here is the post on the problems im haveing with it and such any help would be apriciated i would like to add the bots really... http://www.eqemulator.net/forums/sho...d=1#post155374 is there a diff file for all the bots code? i would not mind pulling all the code and putting it in my compile myself. if thats doable but im not sure how to find it all.. is there some key word i can search for that would show me all the bod code? like myself for update reasons i say /////added////// and //////////end added//// after everything i add and changed after everything i change. |
well it seems to be looking good in the compile now so maybe we got it working. thanks to Angelox.. anyways will let you know.
|
If you continue to have issues, please collect any log output or code line numbers that would help debug them. For compiling yourself, the sources are available to anyone in the Offline Bot Code Releases ONLY thread right above this thread in the Custom Code forum.
|
in agreement with this:
Quote:
something's definitely wonky with the bot dps |
I have never tried GeorgeS' tool. It may not be compatible with the bot code way of equiping npc's. Try equiping them through the trade window, which is where the bot code handles items and equipment. Maybe they'll do better.
I still went ahead and looked at the damage and attack code, the only glaring thing I noticed is that several classes get triple attack at level 60. The bots didn't, so I added that code for next release. I don't think that one attack is gonna make the difference but the code is available for anyone to look at. Maybe something is more obvious to somebody else, or maybe that tool isn't compatible with the bot code and they are attacking naked. |
Quote:
|
Over all, It seems to all work out fine - I imagine there could be some fine tuning, but since I'm in a group (with the bots), I've been able to play and level nicely.
In a balanced group, what's important is the tanks keep aggro off the casters and that works out pretty well. What would be even nicer is, if the caster gets aggro, the tank would know to move to that mob and get aggro off caster - but that might make the game too easy. |
Quote:
They seem to equip gear ok using GeorgeS' tool - as their gear shows up in game, in their gear list, their stats change and the bots attacks change from 'punch' to 'slash' (or 'crush') after i've equipped a sword. I'll try equipping them in-game and see what happens. I gotta say though, keep up the good work. The addition of the bots is making the game fun again! Well done Magoth78 and thanks Condagar for picking up the project! I still think if Sony is gonna rip off the bots and get paid for them in live - they should at least give something in return (opcodes or spawn info for our incomplete zones!) .... like that'll happen.... /sigh |
IntervalAC is set to true...is that what I want it to be?
All the AC stuff in the values table is also set to default, though according to the description they don't take affect if IntervalAC is true. And just in case, I have been equipping all the bots manually. I'll do more tests across levels (to ensure it's not just triple attack), but the difference is fairly evident just in casual gameplay, leveling from 1 to 60 with bots. Just yesterday in Mistmoore at lvl 40, I found that I could sick an entire well balanced group of bots on one mob, and nuke a different mob dead with my chanter before theirs died. Btw: I agree this is CRAZY fun. Me and my guildies are having a blast with it. |
I'm wondering if the client adds something to the calcs. Specifically, ATK looks wacked in the code. It seems to benefit the defender if the attackers ATK is higher than theirs. Maybe the client does something with the ATK value?
I'm all for making the bots as close to a pc as possible, but nothing is super obvious as far as the code goes. I've tried to copy the attack/damage methods between the pc code and the bot code as closely as possible. Maybe i've missed something somewhere... I'll keep looking. |
Bot aggro
I installed the 1129 update pack and the latest EQOffline binaries/dll the problem i have is even though the warrior bot taunts and attacks a mob, it will attack the closest PC regardless if they damaged the mob. Is there a way to stop this default switch to a PC over an NPC? thanks
-Mac |
Quote:
diff -r -c -N ./1129Bots/zone/hate_list.cpp ./1129Bots-changed/zone/hate_list.cpp *** ./1129Bots/zone/hate_list.cpp 2008-06-19 05:49:00.000000000 +0900 --- ./1129Bots-changed/zone/hate_list.cpp 2008-09-05 14:33:16.000000000 +0900 *************** *** 240,246 **** sint32 currentHate = cur->hate; ! if(cur->ent->IsClient()){ if(cur->ent->CastToClient()->IsSitting()){ aggroMod += RuleI(Aggro, SittingAggroMod); --- 240,246 ---- sint32 currentHate = cur->hate; ! if(cur->ent->IsClient() || cur->ent->IsBot()){ if(cur->ent->CastToClient()->IsSitting()){ aggroMod += RuleI(Aggro, SittingAggroMod); *************** *** 292,298 **** iterator.Advance(); } ! if(topClientInRange != NULL && top != NULL && !top->IsClient()) return topClientInRange; else return top; --- 292,298 ---- iterator.Advance(); } ! if(topClientInRange != NULL && top != NULL && !top->IsClient() && !top->IsBot()) return topClientInRange; else return top; |
Make
I can edit the cpp file easily but i can't get them to compile(make a new zone.exe) with the makefile (shared memory error: shm_r and shm_w undeclared). Could i get the updated zone.exe somewhere?
Thanks, -Mac |
I think that's the way the game works - stand away from the fight and the mob stays on the tank. Also, if a caster heals or DDs, he gets aggro.
And finally, The bots are rooting - a rooted mob will attack the one nearest. |
the problem arises if you are using a PC monk or rogue with a bot tank.
the way I always understood it working, with player characters, when a mob is rooted, was that the npc would attack whichever PC was closest. So I figure the problem is that the bot tank always stands at the maximum melee range. We need the bot tank to move up close to a mob, like a pc tank, so that monks and rogues can stay at maximum melee range and not get attacked. |
try changing your server rule Aggro:SmartAggroList = false
this works best for the bots |
When using assist to heal against Derek the Vindicator, I found that he spent the entire battle killing the pets. I haven't had time to check this against other raid mobs. Pets get closer then NPC's when attacking, don't they?
|
I tested it out before i posted. I walked into the mob, and summoned the bot to me, thus sticking him right on the mob, yet it still chose me (at max melee range) over the bot right up on it. If i root the mob then, it WILL attack the bot instead of me (until root wears off) but even if that is how LIVE worked, that is impractical for eqemu and will not work on raid mobs.
|
Quote:
|
Problem with World.exe
Hi :)
I've just joined the ranks a few days ago, and am really excited about what I see I can do with EQEm. When I got onto a couple of servers that had bots. I was absolutly thrilled. I have three autistic childern who would love to be able to play this version of EQ with customized quests and the idea of bots is perfect for my oldest boy...but on all this I digress. I used the pdf to install the server and client. I got the server to go up on the public realm no problem. (Awsome set of instructions) I had a little trouble with Minilogin, but after looking at the support forum for that I finally got that figured. Point is this is an installation that is 3 days old. I made the backups, copied the executables, and ran the mysql statments. (got errors that the tables already exist by the way) and copied the npc item table, then emptied it and copied in the data. *deep breath When I started things up the first thing I noticed was that world.exe spit out a bunch of errors. Code:
[Debug] [RULES__ERROR] Unable to find rule 'World:UseBannedIPsTable' |
Which database are you running? PEQ or Angelox?
If you're using PEQ, there should be 2 .sql files rule_values.sql and rule_sets.sql if you source both of those, that should fix the unable to find rule errors. |
Thanks nosfentora. I am using peq cvs'd from about one day ago. I found that if I use Congdar's 9/3/2008 release, then all my errors and other general performance problems went away. I had used the build that came off of Margoth78's site the first time.
|
I spent a little time today setting this up with all the newest source and I don't seem to have the commands available when I log in... I know the commands aren't in the database, but maybe they aren't supposed to be? basicaly I just get "command unrecognized" when I try and do any #bot commands.
|
you need to add EQBOTS to the preprocessor in Zone. It's different for linux and windows on how you set it, and both are already covered in this thread somewhere.
|
Quote:
|
If anyone know what I need could you please let me know? I just went through this thread front to back and didn't see anything about adding the commands. Of course I was going cross eyed around page 30 :) I just don't have the commands and everything I have downloaded was lacking them as well.
Thank you, |
Substitute EQBOTS for SPELL_EFFECT_SPAM in the instructions below and these will work for VS2005/2008 for windows compiles. If you are compiling on linux it's different.
Quote:
|
Quote:
|
I'm trying to compile but i'm getting this error =*(
Code:
Generating Code... |
I don't know the linux commands but the botai.cpp, botraids.cpp, botraids.h and petai.cpp need to be added to the project.
|
Quote:
|
I downloaded one of these kits posted here; Kits were made opyrus , I have the VS2008 one, never had any problems.
I copy pasted my source/zone, world, etc. from my Linux machine which has bot code, and it all still worked fine. Someone needs to sticky this thread, this install really works well. The only thing you have to keep in mind is not the change/overwrite the /source/server.sln that comes with the package. |
Quote:
Thanks angelox =) |
ok i found the problem i was having with groups not sticking after zoneing its in my bot code can anyone see if they can help me fix it? what happens is they zone and stay in group but it seems its clearing them from the database or the group itself.. then when they zone back into the zone it kills the group and everyone has to reform.
Code:
void Client::Handle_OP_ZoneChange(const EQApplicationPacket *app) { so i cant just comment it out i have to fix it. any suggestions? |
If you have more than one PC in the group, the Bots should be invited last. Maybe that will help with the group issue.
The bots have been coded such that they cannot zone with you because it would crash the zone when I tried. It was easier for me to make it that way than to figure out how to make them zone with you. If you really want to make bots zone with you there's a ton of other zone/teleport/group teleport code that will need to be changed as well. I recommend living with this restriction. |
no thats not it.. i don't care if they zone or not.. the problem is this code is making it so when you zone.. with or without a bot. and your grouped. then your group breaks up. i think its removing you from the new group ids database and not adding you back with or without a bot.
example.. your in a group no bots and die.. your still in group but then you zone back to rejoin your group the group is disbanded and you have to reform.. i tried with all the bot code removed and the code for groups works add it back and it breaks.. remove this peace and it works but if you have bots it breaks the group soon as you zone. |
ok, thanks for clearing that up... try this and let me know if it works. Just replace the entire ifdef
Code:
#ifdef EQBOTS |
All times are GMT -4. The time now is 10:29 AM. |
Powered by vBulletin®, Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.