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  #1  
Old 08-13-2008, 09:46 AM
Congdar
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I haven't uploaded my Druid spell lists to The Realm yet, even though I completed them, so you're still using the npc spell lists for the Druid and some of the other casting classes. I'll try and get them up real soon.
  #2  
Old 08-13-2008, 01:55 PM
Ikeren
Hill Giant
 
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Actually, it seems to me that the problem is because the Warrior won't taunt undead mobs. Admittedly I've only tested that in Veksar, but the warrior spams taunting messages when we kill live mobs, but as soon as we start doing dead ones, no taunt messages.
  #3  
Old 08-13-2008, 05:33 PM
Ikeren
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Question: How hard would it be to add a

#bot track [Target] --- Target bot, if druid or ranger, gives a list of all mobs on track radius.
#bot track (mob) [target] --- Bot turns to face (or even better, runs towards) tracked mob.

command?
  #4  
Old 08-14-2008, 01:00 PM
Congdar
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Quote:
Originally Posted by Ikeren View Post
Question: How hard would it be to add a

#bot track [Target] --- Target bot, if druid or ranger, gives a list of all mobs on track radius.
#bot track (mob) [target] --- Bot turns to face (or even better, runs towards) tracked mob.

command?
Not super easy, but i'll put it on my list of future bot commands.
  #5  
Old 08-14-2008, 03:56 PM
Ikeren
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No big deal (or hurry), if you don't bother with it. I'll just stick with static encounters as much as possible, or level a ranger if I get desperate.
  #6  
Old 08-15-2008, 07:27 AM
Dumplation
Fire Beetle
 
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Hey I'd just like to say thank you for all the hard work your doing, it's an excellent mod with few bugs. Also I believe you run the Realm 1119+ Botnewspell server, if so I think it might be down seeing as how when I connect, it doesn't load to char and boots me to main screen I went to my log and found
Code:
2008-08-15 07:17:01	*** WorldAuthenticate.  Error connecting to 216.9.7.216:9000 [client:DisconnectReasonConnectFail,server:DisconnectReasonNone]
2008-08-15 07:17:01	
2008-08-15 07:17:01	Networking: Connection Closed [0] with 0 pending bytes.
2008-08-15 07:17:01	*** ERROR: WorldAuthenticate has failed after attempting to connect.
I also tried to ping your server and
Code:
Ping request could not find host 216.9.7.216:9000
I love your server (assuming it's yours) so if you could take a look i'd greatly appreciate it.
Thanks,
Dumplation
  #7  
Old 08-15-2008, 07:49 AM
Dumplation
Fire Beetle
 
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Additional information
The server went down after Ikeren and I teamed up our bots to kill Garudon (not realizing he had been modified) so in that zone there were about 110 bots. We killed Garudon and then the server crashed that was approximately 2:30 Thursday August 14th EST.
I can get to other servers just not this one, so I'm assuming that it's crashed or down
  #8  
Old 08-21-2008, 09:09 PM
Angelox
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Quote:
Originally Posted by Ikeren View Post
Actually, it seems to me that the problem is because the Warrior won't taunt undead mobs. Admittedly I've only tested that in Veksar, but the warrior spams taunting messages when we kill live mobs, but as soon as we start doing dead ones, no taunt messages.
That's correct, warrior does not taunt undead
But this will fix the Warrior Bot to taunt undead;
In special_attacks.cpp at around line 1010;
Code:
#ifdef EQBOTS

    //franck-add: EQoffline. Warrior bots must taunt the target.
	if(IsBot() && (GetClass() == WARRIOR) && target->IsNPC() && (target->GetBodyType() && BT_Undead) && taunt_time) {
        this->Say("Taunting %s", target->GetCleanName());
		Taunt(target->CastToNPC(), false);
	}
	
#endif //EQBOTS
What's in red is what was changed (used to be !=).
  #9  
Old 08-22-2008, 08:59 AM
Congdar
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Quote:
Originally Posted by Angelox View Post
That's correct, warrior does not taunt undead
I've already fixed this, it will be in my next release when I'm done with the new spell lists.
  #10  
Old 08-22-2008, 10:04 AM
Angelox
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Quote:
Originally Posted by Congdar View Post
I've already fixed this, it will be in my next release when I'm done with the new spell lists.
You're posting releases? thats nice - where are they posted at?
  #11  
Old 08-22-2008, 10:37 AM
Congdar
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I've been posting releases in this thread since emu build 1090, but since this thread has grown too large it's a pain to read every post so it's easy to miss. There's a new release thread set up now in this section of the forums, but I haven't made a release in it yet.

I've been working on new spell lists for each class and it is a tedious and long process(I think you made the npc lists so probably know this) so during that time some other people have made a release or two with some of the code submissions that were not in the emu build at the time. I only have Beastlord, Bard and Ranger spell lists left to do and once done maybe a bit of tweaking and debugging before I make a new release with the latest emu source. I have 1127 now but it has a group bug in it that is supposedly fixedin 1128 but that download doesn't seem to be available.
  #12  
Old 08-26-2008, 04:38 PM
nosfentora
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I may have missed this among the 47+ pages of posts, but i was curios to know if there was a way to spawn bots and group them with 1 or 2 macro buttons. so far i have all bots spawning with 1 button, then i have to target each one and group them, backing up and moving forward between each add so that i could target the next bot. kind of a pain when you zone and the bots go bye bye.

maybe like a #bot group add <id> or #bot group add <name>?
  #13  
Old 09-04-2008, 07:34 PM
Angelox
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Quote:
Originally Posted by Congdar View Post
I've been working on new spell lists for each class and it is a tedious and long process(I think you made the npc lists so probably know this) so during that time some other people have made a release or two with some of the code submissions that were not in the emu build at the time. I only have Beastlord, Bard and Ranger spell lists left to do and once done maybe a bit of tweaking and debugging before I make a new release with the latest emu source. I have 1127 now but it has a group bug in it that is supposedly fixedin 1128 but that download doesn't seem to be available.
I didn't really make those spell sets, I just altered them; I don't know if this still happens, but at the time, NPC pets would 'ghost' at the zones #zone zin - and in reality, most NPCs don't have pets. One of my favorite zones is Droga, when I zoned in there, I was in between a pack of ghosted pets (very unsightly), not to mention, the zone is full of pet casters (none there use pets), and it was really crazy with all the pets . An instant solution for that problem was to eliminate the pets from the NPCs spell sets, and start a new set of spells for the pet users. So , I just duped the current 1-12 spell set to the the 500ish ones, and deleted the pets from the default 1-12 set. And that's how that came to be
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
	 if(IsEffectInSpell(AIspells[i].spellid, SE_Levitate) && !zone->CanLevitate()
added this;
Code:
// Put the zone levitate check here since bots are able to bypass the client casting check
	 if(IsEffectInSpell(AIspells[i].spellid, SE_Levitate) && !zone->CanLevitate() ||
	  IsEffectInSpell(AIspells[i].spellid, SE_MovementSpeed) && !zone->CanCastOutdoor()){
It's good, but disables all speed movement spells, later on in the expansions there was some dungeon spells like 'Spirit of Shrew' which got caught up in that one, but at least there's more resemblance to dungeon play with that -

I really appreciate your work with the Bots and thank you for posting it!
  #14  
Old 08-21-2008, 08:02 AM
hayward6
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How do I go about setting this up on my server? I have the current release and the database tables seem to be there, but I can't use any bot commands, is there a variable I need to add?

I have to say that this project is amazing! I have allways wanted to build a more solo friendly version of EQ and I've been using perl to do most of it. All we need to do now is add some random back and fourth /ooc chat from npc's and we'll be set
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Server Op of The Sandbox (Non-Legit)
  #15  
Old 08-21-2008, 09:32 AM
Congdar
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Posts: 751
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There's a release thread next to this one that has the latest available version. You could use that version or merge the #ifdef EQBOTS sections into the current source and rebuild if you like.
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