sumodima 12 Posted August 21, 2016 Share Posted August 21, 2016 I've decided to try out dungeon botting. Tried using Slagmines by Eeny, issue is the bot sometimes decides to double pulse and skip a boss resulting in the bot being stuck on the firewall. Any ideas why it would be doing this ? Video of this happening. Link to comment https://wrobot.eu/forums/topic/3658-quester-sometimes-decides-to-double-pulse/ Share on other sites More sharing options...
BetterSister 367 Posted August 21, 2016 Share Posted August 21, 2016 looks like a fail in the profile Link to comment https://wrobot.eu/forums/topic/3658-quester-sometimes-decides-to-double-pulse/#findComment-17011 Share on other sites More sharing options...
sumodima 12 Posted August 21, 2016 Author Share Posted August 21, 2016 I would agree if this happened 100% of the time, but it happens each few runs... Link to comment https://wrobot.eu/forums/topic/3658-quester-sometimes-decides-to-double-pulse/#findComment-17014 Share on other sites More sharing options...
eeny 523 Posted August 21, 2016 Share Posted August 21, 2016 6 hours ago, BetterSister said: looks like a fail in the profile Dont know man, Maybe? The profile is pretty simple... enter, 4 bosses, leave, reset and restart.. @sumodima - do you have a log for this session? The only thing i can think of is a dynamic change of the dungeon complete frame on the right of the screen? but that wouldn't fully describe the behaviour. im running a few bots through now.. il see if can get one to trip and upload a log. Link to comment https://wrobot.eu/forums/topic/3658-quester-sometimes-decides-to-double-pulse/#findComment-17035 Share on other sites More sharing options...
eeny 523 Posted August 21, 2016 Share Posted August 21, 2016 Ok, got one to trip. Skimming the logs (attached below). 09:21:47 First boss kill and move to next step (6) 09:21:47 - [Looting] Loot Slave Watcher Crushto[F] 09:21:48 - [Spell] Cast Stealth (Stealth)[D] 09:21:48 - [Quester] New step (6): KillMagmolatus>Pulse <Cut un-needed log Garbage> 09:25:52 Bot completes quest pulse(6) and moves to next.. now look sown to 09:27:45 we havnt killed a boss, however the bot moves to the next pulse(7). This profile uses standard <iscomplete C_Scenario.GetCriteriaInfo()> to mark bosses 'complete' to Wrobot. There is no NPC mentioned <killed or blacklisted> that would clear that iscomplete condition. The bot simply marks the boss (pulse) as completed, moves to the next and bugs out trying to run through a wall that disappears once the skipped that boss is dead. 09:25:52 - [Looting] Loot Magmolatus[F] 09:25:53 - [Spell] Cast Stealth (Stealth)[D] 09:25:53 - [Quester] New step (7): KillRoltall>Pulse[N] 09:25:53 - [Path-Finding] Path Count: 1709:26:20 - [Fight] Player Attack Bloodmaul Slaver (lvl 91)[N] 09:26:20 - [Path-Finding] Path Count: 2[F] 09:26:24 - [Spell] Cast Ambush (Ambush)[F] 09:26:24 - [Spell] Cast Ambush (Ambush)[F] 09:26:24 - [Spell] Cast Ambush (Ambush)[F] 09:26:26 - [Spell] Cast Pistol Shot (Pistol Shot)[F] 09:26:27 - [Spell] Cast Pistol Shot (Pistol Shot)[F] 09:26:28 - [Spell] Cast Roll the Bones (Roll the Bones)[F] 09:26:29 - [Spell] Cast Pistol Shot (Pistol Shot)[F] 09:26:30 - [Spell] Cast Stealth (Stealth)09:26:30 - [Looting] Loot Bloodmaul Slaver09:26:31 - [Fight] Player Attack Bloodmaul Slaver (lvl 91)[F] 09:26:32 - [Spell] Cast Pistol Shot (Pistol Shot)[F] 09:26:33 - [Spell] Cast Pistol Shot (Pistol Shot)[F] 09:26:34 - [Spell] Cast Pistol Shot (Pistol Shot)[F] 09:26:35 - [Spell] Cast Pistol Shot (Pistol Shot)[F] 09:26:38 - [Spell] Cast Run Through (Run Through)[F] 09:26:38 - [Spell] Cast Run Through (Run Through)[F] 09:26:38 - [Spell] Cast Stealth (Stealth)09:26:39 - [Looting] Loot Bloodmaul Slaver[N] 09:26:40 - [Path-Finding] Path Count: 6[F] 09:26:41 - [Spell] Cast Stealth (Stealth)09:26:43 - [Fight] Player Attack Bloodmaul Overseer (lvl 91)[N] 09:26:43 - [Path-Finding] Path Count: 2[F] 09:26:46 - [Spell] Cast Ambush (Ambush)[F] 09:26:47 - [Spell] Cast Ambush (Ambush)[F] 09:26:47 - [Spell] Cast Ambush (Ambush)[F] 09:26:48 - [Spell] Cast Pistol Shot (Pistol Shot)[F] 09:26:49 - [Spell] Cast Pistol Shot (Pistol Shot)[F] 09:26:50 - [Spell] Cast Run Through (Run Through)[F] 09:26:51 - [Spell] Cast Stealth (Stealth)09:26:51 - [Looting] Loot Bloodmaul Overseer[N] 09:26:52 - [Path-Finding] Path Count: 609:26:53 - [Fight] Player Attack Slagna (lvl 91)[N] 09:26:53 - [Path-Finding] Path Count: 3[F] 09:26:56 - [Spell] Cast Pistol Shot (Pistol Shot)[F] 09:26:57 - [Spell] Cast Pistol Shot (Pistol Shot)[F] 09:26:57 - [Spell] Cast Kick (Kick)[F] 09:26:58 - [Spell] Cast Pistol Shot (Pistol Shot)[F] 09:26:59 - [Spell] Cast Roll the Bones (Roll the Bones)[F] 09:27:00 - [Spell] Cast Pistol Shot (Pistol Shot)[F] 09:27:02 - [Spell] Cast Pistol Shot (Pistol Shot)[F] 09:27:04 - [Spell] Cast Pistol Shot (Pistol Shot)[F] 09:27:05 - [Spell] Cast Pistol Shot (Pistol Shot)[F] 09:27:07 - [Spell] Cast Run Through (Run Through)09:27:08 - [Looting] Loot Slagna[F] 09:27:08 - [Spell] Cast Stealth (Stealth)[N] 09:27:09 - [Path-Finding] Path Count: 309:27:09 - [Fight] Player Attack Bloodmaul Enforcer (lvl 91)[F] 09:27:13 - [Spell] Cast Ambush (Ambush)[F] 09:27:13 - [Spell] Cast Ambush (Ambush)[F] 09:27:13 - [Spell] Cast Ambush (Ambush)[F] 09:27:14 - [Spell] Cast Pistol Shot (Pistol Shot)[F] 09:27:16 - [Spell] Cast Pistol Shot (Pistol Shot)[F] 09:27:17 - [Spell] Cast Death from Above (Death from Above)[F] 09:27:18 - [Spell] Cast Blade Flurry (Blade Flurry)09:27:19 - [Fight] Player Attacked by Bloodmaul Enforcer (lvl 91)[F] 09:27:20 - [Spell] Cast Pistol Shot (Pistol Shot)[F] 09:27:21 - [Spell] Cast Pistol Shot (Pistol Shot)[F] 09:27:23 - [Spell] Cast Pistol Shot (Pistol Shot)[D] 09:27:23 - [Fight] Player attacked by other unit, skip this fight.[D] 09:27:23 - [Fight] BlackList Bloodmaul Enforcer during 30 sec09:27:23 - [Fight] Player Attacked by Bloodmaul Geomancer (lvl 91)[F] 09:27:23 - [Spell] Cast Kick (Kick)[F] 09:27:27 - [Spell] Cast Pistol Shot (Pistol Shot)[F] 09:27:28 - [Spell] Cast Run Through (Run Through)[F] 09:27:29 - [Spell] Cast Blade Flurry (Blade Flurry)09:27:29 - [Fight] Player Attacked by Bloodmaul Enforcer (lvl 91)[F] 09:27:30 - [Spell] Cast Pistol Shot (Pistol Shot)09:27:31 - [Looting] Loot Bloodmaul Enforcer09:27:32 - [Fight] Player Attack Bloodmaul Geomancer (lvl 91)[F] 09:27:33 - [Spell] Cast Pistol Shot (Pistol Shot)[F] 09:27:35 - [Spell] Cast Pistol Shot (Pistol Shot)[F] 09:27:36 - [Spell] Cast Roll the Bones (Roll the Bones)[F] 09:27:38 - [Spell] Cast Kick (Kick)[F] 09:27:39 - [Spell] Cast Pistol Shot (Pistol Shot)[F] 09:27:41 - [Spell] Cast Run Through (Run Through)09:27:42 - [Looting] Loot Bloodmaul Geomancer[F] 09:27:42 - [Spell] Cast Stealth (Stealth)[N] 09:27:43 - [Path-Finding] Path Count: 2[F] 09:27:44 - [Spell] Cast Stealth (Stealth)[D] 09:27:45 - [Quester] New step (8): killGugRokk>Pulse[N] 09:27:45 - [Path-Finding] Load finish: F:\wow\WRobot\Data\Meshes\\OgreCompound\OgreCompound_32_26.mesh.gz[N] 09:27:45 - [Path-Finding] Load finish: F:\wow\WRobot\Data\Meshes\\OgreCompound\OgreCompound_33_26.mesh.gz[N] 09:27:45 - [Path-Finding] Path Count: 8[N] 09:27:52 - [MovementManager] Think we are stuck[N] 09:27:52 - [MovementManager] Trying something funny, hang on[D] 09:27:52 - [MovementManager] Avoid wall: StrafeLeft[N] 09:27:53 - [MovementManager] Think we are stuck[N] 09:27:53 - [MovementManager] Trying something funny, hang on[D] 09:27:53 - [MovementManager] Avoid wall: StrafeLeft[N] 09:27:55 - [MovementManager] Report navmesh poly to avoid it[D] 09:27:55 - [MovementManager] Current pos: 2305.245 ; -213.2134 ; 211.9164 ; "None" - Target pos: 2355.729 ; -219.453 ; 209.9457 ; "None" Continent: OgreCompound Tile: 32.39978_27.67767[D] 09:27:55 - [StuckResolver] Started.[D] 09:27:57 - [StuckResolver] Done - Stuck count updated, new value: 3.[N] 09:27:57 - [MovementManager] Waypoint timed out[N] 09:27:57 - [MovementManager] Report navmesh poly to avoid it[N] 09:27:57 - [Path-Finding] Path Count: 8[N] 09:27:59 - [MovementManager] Think we are stuck[N] 09:27:59 - [MovementManager] Trying something funny, hang on[D] 09:27:59 - [MovementManager] Avoid wall: StrafeLeft[N] 09:28:00 - [MovementManager] Think we are stuck[N] 09:28:00 - [MovementManager] Trying something funny, hang on[D] 09:28:00 - [MovementManager] Avoid wall: StrafeLeft[N] 09:28:01 - [MovementManager] Report navmesh poly to avoid it[D] 09:28:01 - [MovementManager] Current pos: 2305.448 ; -216.5213 ; 211.9754 ; "None" - Target pos: 2355.68 ; -219.3488 ; 209.9139 ; "None" Continent: OgreCompound Tile: 32.40598_27.67729[D] 09:28:01 - [StuckResolver] Started.[D] 09:28:02 - [StuckResolver] Done - Stuck count updated, new value: 4.[N] 09:28:02 - [MovementManager] Waypoint timed out[N] 09:28:02 - [MovementManager] Report navmesh poly to avoid it[N] 09:28:02 - [Path-Finding] Path Count: 8[N] 09:28:03 - [MovementManager] Think we are stuck[N] 09:28:03 - [MovementManager] Trying something funny, hang on[N] 09:28:05 - [MovementManager] Think we are stuck[N] 09:28:05 - [MovementManager] Trying something funny, hang on[N] 09:28:06 - [MovementManager] Report navmesh poly to avoid it[D] 09:28:06 - [MovementManager] Current pos: 2305.656 ; -219.9619 ; 212.0325 ; "None" - Target pos: 2355.722 ; -219.4194 ; 209.9304 ; "None" Continent: OgreCompound Tile: 32.41243_27.6769[D] 09:28:06 - [StuckResolver] Started.[D] 09:28:09 - [StuckResolver] Done - Stuck count updated, new value: 5. 22 Aug 2016 09H02.log.html I think this happens more than we know ( or care to observe)... its just on scripted/ Event sequenced dungeons does it really hurt as the bot attempts to use a path or attack a boss that's not available until the skipped boss is completed. I would consider this to fall under "its Ok 99% of the time" which you should expect while bottling. If there wasn't any dungeon Event sequence here the bot would kill the final boss, leave, reset and restart which is OK. If there is anything I can do from a creator side to stop this il implement it... Maybe get Relogger to Relaunch WRobot as well as the wow client if a bot becomes stuck? that would force Wrobot quest client to re-look at the quest pulse steps and go back to the skipped boss is a viable patch for the time being... doesn't it do that already? Link to comment https://wrobot.eu/forums/topic/3658-quester-sometimes-decides-to-double-pulse/#findComment-17036 Share on other sites More sharing options...
Droidz 2738 Posted August 22, 2016 Share Posted August 22, 2016 Hello, can you share your profile (or send me it by private message) I'll try to fix it. Link to comment https://wrobot.eu/forums/topic/3658-quester-sometimes-decides-to-double-pulse/#findComment-17045 Share on other sites More sharing options...
eeny 523 Posted August 22, 2016 Share Posted August 22, 2016 36 minutes ago, Droidz said: Hello, can you share your profile (or send me it by private message) I'll try to fix it. Thing is.. will work 75% of the time- knock yourself out tho Link to comment https://wrobot.eu/forums/topic/3658-quester-sometimes-decides-to-double-pulse/#findComment-17048 Share on other sites More sharing options...
Droidz 2738 Posted August 23, 2016 Share Posted August 23, 2016 In step I have added step (to check if all scenario step is complete before exit dungeon), if any no complete step, wrobot return to pulse. Eeny_Slagmines_EDITED.xml ps: I have added fake quest (ProfileHelper) with c# function GetScenarioCriteriaInfo (I use this function instead lua code in "Is complete condition") eeny 1 Link to comment https://wrobot.eu/forums/topic/3658-quester-sometimes-decides-to-double-pulse/#findComment-17100 Share on other sites More sharing options...
eeny 523 Posted August 23, 2016 Share Posted August 23, 2016 That's interesting and should clean up bots that skip a step Link to comment https://wrobot.eu/forums/topic/3658-quester-sometimes-decides-to-double-pulse/#findComment-17143 Share on other sites More sharing options...
sumodima 12 Posted August 25, 2016 Author Share Posted August 25, 2016 As a proof of concept its fine, doesn't fix the issue as the skipping issue happens after the Crushto kill and the code is set to check after the last boss kill. But this can be remedied with just modifying the code and execute order to be right after magmolatus. None the less it still errors out. (Unmodified profile that is provided by droidz) 16:27:45 - [Looting] Loot Gug'Rokk [E] 16:27:47 - Compilator Error : c:\Users\****\AppData\Local\Temp\hi1cyfkh.0.cs(21,68) : error CS0433: The type 'ProfileHelper' exists in both 'c:\Users\****\AppData\Local\Temp\esk4hev2.dll' and 'c:\Users\****\AppData\Local\Temp\dy2gdp5k.dll' [D] 16:28:20 - [Quester] If[10] (!wManager.Wow.Helpers.Conditions.InGameAndConnected || !ProfileHelper.GetScenarioCriteriaInfo(1) || !ProfileHelper.GetScenarioCriteriaInfo(2) || !ProfileHelper.GetScenarioCriteriaInfo(3) || !ProfileHelper.GetScenarioCriteriaInfo(4)) | Result: False [D] 16:28:20 - [Quester] New step (13): Exit>Pulse Link to comment https://wrobot.eu/forums/topic/3658-quester-sometimes-decides-to-double-pulse/#findComment-17223 Share on other sites More sharing options...
Droidz 2738 Posted August 25, 2016 Share Posted August 25, 2016 Yes, I cannot resolve this problem, you cannot use class ProfileHelper in quest steps (after reload profile), you need to use full code, fixed profile: Eeny_Slagmines_EDITED.xml Some time, lua return empty ( ), I have try to fix it in quest step code. Link to comment https://wrobot.eu/forums/topic/3658-quester-sometimes-decides-to-double-pulse/#findComment-17225 Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now