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  • Marauder combat bugged?

    Discussion in 'Buddy Wing Support' started by mizzle, Nov 7, 2012.

    1. mizzle

      mizzle New Member

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      Hi!

      First time botting with my marauder after getting my bounty hunter to 50, but my marauder's combat routine is not working as intended.

      I have tried "default combat" and "wingit"

      In both he only uses the skills:

      "ravage"
      "force scream"
      "force charge"

      He does not use the very important functionality abilites like:

      "assault" (wich is one of the basic rage building abilities)
      "vicious slash"

      there are more he doesn't use but these are the most critical ones.
      He does not walk up to the mob either unless he can charge them.

      So in short term i think its the "warriorbasic" routine that is broken.

      My marauder is carnage spec lvl 19
       
    2. Tony

      Tony "The Bee" Staff Member Moderator

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      we will check it,thx for reporting
       
      Last edited: Nov 7, 2012
    3. mizzle

      mizzle New Member

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      Thank you! :)
       
    4. chinajade

      chinajade Well-Known Member Moderator Buddy Core Dev

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      Hi, Mizzle,

      Its possible that your Marauder's talent points have been refunded by SWtOR, and you've yet to redeploy them. The other possibilty is that you've bumped into the bug where BuddyWing doesn't your read toon's talent points correctly. In either of these situations, WingIt and DefaultCombat don't behave as you'd expect.

      The only way we could be certain is if you tossed a log that demonstrates the problem.

      Ref: http://www.thebuddyforum.com/honorbuddy-forum/guides/35945-guide-how-attach-your-log-kick.html

      cheers,
      chinajade
       
      Last edited: Nov 7, 2012
    5. Developer

      Developer New Member

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      Beyond any profile issue, it sounds like he might be suffering from the combat bug which is still plaguing my Knight, referenced in this post - fingers crossed for a resolution to that one.
       
    6. mizzle

      mizzle New Member

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      Thanks for the tip chinajade :) but i have double checked my talents etc, and i will post a log as soon as i get home from work! :)


      Read the thread and it is exactly the problem i am having aswell! he runs up to 3-4 times in lines around/through the mob to try and "find" him. Had no problem on my Bounty hunter though with the awesome CC joeBrewski made :)
       
    7. Developer

      Developer New Member

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      My trooper has had fewer issues as well, so I suspect this bug is primarily plaguing close combat classes. Still no word on whether they are addressing it though... :confused:
       
    8. mizzle

      mizzle New Member

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      log!

      Sorry for the delay!

      The error's start appearing at line 214.
      Everytime the bot pulls mobs and engages the CC the same error occurs, it even fails to read the health of the class a couple of times.

      But you know alot more about this than i do :)
      Hope this helps! :)
       

      Attached Files:

    9. chinajade

      chinajade Well-Known Member Moderator Buddy Core Dev

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      Hi again, Mizzle,

      It looks like DefaultCombat is missing the "Assault" attack in the Carnage spec. I've attached a replacement Carnage.cs that attempts to repair this. Please copy your old .../DefaultCombat/Routines/Advanced/Marauder/Carnage.cs to a safe location, then overwrite it with the attached version.

      As far as Vicious Slash, according to the code, DefaultCombat & WingIt will only use this if you don't have the "Massacre" ability. I believe this to be a mistake and have also changed it to a 'HasBuff' test (instead of a 'HasAbility' test) for Massacre in the attached Carnage.cs file.

      If this works, please let me know. As a similar changes must be made in WingIt (I've no control over fixes to DefaultCombat CC).

      Replacement file: View attachment Carnage.cs


      The reason the Marauder is not moving is due to the exceptions that look like this in your log:

      [10:20:47.137 D] Object reference not set to an instance of an object.
      [10:20:47.137 D] at DefaultCombat.Routines.MarauderCarnage.<MarauderCarnageCombat>b__12(Object castWhen)
      at Buddy.CommonBot.CombatRoutine..(Object )
      ...<snippity-snip>...

      This is a bug in Buddywing, or its interaction with the SWtOR client. The 'Object' should never be null as long as the target is alive. When the exception is thrown, the PrioritySelector never makes it down to the Movement.MoveTo() directive. So, the toon never closes the distance to the target.

      If you can toss me a log that demonstrates the problem using WingIt, I've a half-decent chance at creating a work-around. Again, I've absolutely no control over the DefaultCombat code.

      Will be glad to work with you to try to iron out the problems using WingIt, but I don't have time to grow a Marauder to test changes at the moment. Neo93 was our brain-trust in most class specs. Alas, he's still tied up with other responsibilities. I've never played a Marauder and have no clue what's 'right' without doing a lot of research and hand-playing.

      cheers,
      chinajade
       
      Last edited: Nov 10, 2012
    10. mizzle

      mizzle New Member

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      First of thank you for dedicating time to help me out with my issues, i really appreciate it :)

      But when i try to load "wingit" with the carnage.cs file you provided i get a compile error.
       

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    11. chinajade

      chinajade Well-Known Member Moderator Buddy Core Dev

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      Hi, Mizzle,

      Many thanks for the log--you are trying to run a very old version of WingIt.
      Try this to repair:
      • Delete your .../CompiledAssemblies sub-directory
        Buddywing will put this back when needed.
      • Delete your .../Routines/WingIt sub-directory
      • Reinstall the latest WingIt from SVN (instructions) as your .../Routines/WingIt
      Let us know how it goes.

      Did the replacement Carnage.cs for the DefaultCombat CC not work out for you?
      WingIt changset #705 should now have the same changes that were placed in that Carnage.cs file for DefaultCombat.

      cheers,
      chinajade
       
      Last edited: Nov 11, 2012
      Tony likes this.
    12. mizzle

      mizzle New Member

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      I have now downloaded a fresh copy of buddywing with the latest wingIt revision, and the problem with it "rubber banding" is not gone completely, but has been greatly improved. The char still runs away from the target but the distance is much shorter! :)
      Now the only things left are some fine tuning to the marauder skill usage. My char still dies alot because he waits to cast some abilites although others are available. Will post more info on this later tonight together with a log!
      I would love to do the programming myself but i only know basic java :p

      Also after a new install the bot has gotten more unstable, only runs for about 5-10 min and then just stops or crashes the swtor.exe (maybe easier to answer with a log)
       
    13. mizzle

      mizzle New Member

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      Sorry spoke to soon, same running around issue as before, even with wingIt 706 =\
       

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    14. chinajade

      chinajade Well-Known Member Moderator Buddy Core Dev

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      <sigh> Your log is filled with these...

      [14:44:37.103 D] Object reference not set to an instance of an object.
      [14:44:37.106 D] at WingIt.TargetSelect.<.cctor>b__60(TorCharacter c)
      at WingIt.TargetSelect.<ViableTargetList>b__41(TorCharacter c)
      at System.Linq.Enumerable.WhereEnumerableIterator`1.MoveNext()
      at System.Linq.Buffer`1..ctor(IEnumerable`1 source)
      at System.Linq.OrderedEnumerable`1.<GetEnumerator>d__0.MoveNext()
      at System.Linq.Enumerable.FirstOrDefault[TSource](IEnumerable`1 source, Func`2 predicate)
      at WingIt.TargetSelect.GetEasiestTarget(TorCharacterPredicateDelegate characterQualifier)
      at WingIt.TargetSelect.ForAttack()

      ...<snippity-snip>...​

      The BWcore is giving WingIt lists containing invalid NPC objects again. This is a bug in the BWcore, and absolutely nothing WingIt can do about it. We've tried lots and lots of ways to not aggravate the bug, but alas nothing works. Its simply a BWcore bug that has to be repaired.

      Thanks for letting us have a look at the problem, tho.

      Edit 1: I just double-checked WingIt, and don't see anything 'more defensive' we can do to prevent aggravating the BWcore problem. I'll keep looking at it. These type of problems are more endemic to WingIt than DefaultCombat, because WingIt exercises a lot more of the BW API than DefaultCombat.


      cheers,
      chinajade
       
      Last edited: Nov 14, 2012
    15. mizzle

      mizzle New Member

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      Aah i see, thanks for taking the time to check it out though :)
      Are the developers aware of it or do i create a separate post dedicated to the problem?
       
    16. chinajade

      chinajade Well-Known Member Moderator Buddy Core Dev

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      To be honest, I think the developers rarely read the forums--too much other stuff going on.
      Its up to the forum mods to convey the important information, and I don't know how well they do that.
      There is no longer a formal bug-tracking procedure that I know of (e.g., Bugzilla).

      I guess an explicit post is the best that can be done in the "Support Issues" forum.

      cheers,
      chinajade
       
    17. deadlybot

      deadlybot Banned

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      Is there any reason these things are not being repaired while people are still being allowed to buy this bot ? I have seen you mention things like this with the problems I am having that BWcore is broken. I know your are not affiliated with the dev team Jade, but answers are hard to find about this bot and things like this.
       

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