View Full Version : XenoBot Bug - Fixed [Other] Lure Waypoints
Stusse
11-06-2014, 11:59 AM
Opening this thread again DarkstaR
I know you just fixed em, unfortunately there's still improvements to be made:
*If you're luring a monster with 1/3sqm LWalk, it stands still until the monter comes into that range, then starts to walk. Unfortunately this reversed, (a monster is on low hp while you wanna LWalk), will not proceed walking.
For example:
I lure a wyrm as EK, since I'm walking with it 1sqm range it gets damaged over time, and eventually starts to walk out. Since the walker is the chief the targeting settings wont follow to kill it, but stand still and wait for it either to get out of screen or into 1sqm range again. If there's a cave ending or somewhat the creature is trying to run away, but wont ever go offscreen, the bot is stuck.
Same goes for someone else killing inside your screen, it'll just stand watch until those creatures are dead (outside screen) or inside your own LWalk range. They can basically lure a monster and stand on the edge on your screen. You would have it targetted, waiting for it to come to 1/3sqm range whichever you're using, and well yeah just stand there.
/Stusse
DarkstaR
11-06-2014, 05:03 PM
If you're starting a lure waypoint before the monster even has spawned or someone else pulls the monster out of screen you'll stand still until a new monster comes.
The lure waypoint only works when monsters on screen, suggestion to change is that you make them work as normal nodes whenever there aren't any monsters on screen.
There's 4 types of lure waypoints. What kind do you mean? Based on what you say, you mean "start lure", but that can't be the case as start lure doesnt give a shit about creatures. Do you mean lure walk waypoints?
Furthermore you should look into their cooperation with Special Areas as they don't work together (wont move past target-special area with target even tho lure waypoint is active)
I'm fairly certain that this is not accurate.
Stusse
11-06-2014, 05:19 PM
There's 4 types of lure waypoints. What kind do you mean? Based on what you say, you mean "start lure", but that can't be the case as start lure doesnt give a shit about creatures. Do you mean lure walk waypoints?
I'm fairly certain that this is not accurate.
I'm not sure I've got it correct, but as of your explanation in the release-post of these waypoints we have to use the "StartLure" to start the function, and use Lure Walk Waypoints to keep them in (for example) 3sqm range, until I get to certain point where I toggle the normal targeting by using "EndLure". The problem i that if I use StartLure then next Lure Walk Waypoints to where I want to toggle EndLure, if there's no creature on screen it wont walk to the next Lure Walk Waypoint.
Might've been a misunderstanding of the usage here, but if you believe so please explain more detailed how to use them properly, as StartLure obviously seems to be the start, 1sqm/3sqm waypoints seem to be the waypoints where I still keep the monster within 1/3sqm range and EndLure where to stop the function.
Regarding the special areas it might've been a combined problem of above, but still whenever I actually have a monster on screen so the lurewaypoints 1/3sqm work; it doesnt want to go through my targeting special areas.
I might've explained a bit sloppy I can for sure explain better if you feel the need for it :rolleyes:
/Stusse
edit:
To clarify any misunderstandings:
In the release date you explained:
So, for example, if your script is:
SLure
Stand (x, y, z by demon)
LWalk3 (x, y, z by the lure spot)
ELure
The problem is if you Stand (by demon) and the demon hasnt spawned, it won't move towards LWalk3 unless there's actually a demon spawned.
DarkstaR
11-06-2014, 07:03 PM
This is what I thought you meant. I'll look into it. As for the special area issue, I need more info, because, afaik, it is working fine.
DarkstaR
11-06-2014, 07:08 PM
Okay, so I found the problem. I thought I had originally code lure walk as you expect it to work, and I did, but it will consider a creature "outside of range" if it is on another floor, or if it is on screen but not reachable (behind a wall). I will fix the former case, but the latter case should be accounted for by the script maker.
Stusse
11-06-2014, 08:28 PM
Okay, so I found the problem. I thought I had originally code lure walk as you expect it to work, and I did, but it will consider a creature "outside of range" if it is on another floor, or if it is on screen but not reachable (behind a wall). I will fix the former case, but the latter case should be accounted for by the script maker.
As long as it'll walk when there's no creature on screen I'm happy. Default targeting system shouldn't attack it behind the wall anyways so shouldn't be a problem there.
Will you announce once the update has been made so we know when to try again? :)
Regarding areas I'll try to recreate the special area bug and try to send you. I'll try to make it somewhere facc and easy to see. I'll get back to you with that.
/Stusse
Stusse
11-08-2014, 05:36 PM
I'm not sure how you're protocols are, but the problem isnt fixed even though you've changed it to [FIXED].
If you've fixed it internally but not pushed the update which probably is the most likely I apologize but getting confused when seeing [FIXED] status and still not working ^^
DarkstaR
/Stusse
DarkstaR
11-08-2014, 08:54 PM
If you've fixed it internally but not pushed the update which probably is the most likely I apologize but getting confused when seeing [FIXED] status and still not working ^^
@DarkstaR (http://forums.xenobot.net/member.php?u=2)
/Stusse
This.
The tags are mostly for me to track, like a to-do list. :p
Stusse
11-13-2014, 08:24 PM
Opening this thread again DarkstaR
I know you just fixed em, unfortunately there's still improvements to be made:
*If you're luring a monster with 1/3sqm LWalk, it stands still until the monter comes into that range, then starts to walk. Unfortunately this reversed, (a monster is on low hp while you wanna LWalk), will not proceed walking.
For example:
I lure a wyrm as EK, since I'm walking with it 1sqm range it gets damaged over time, and eventually starts to walk out. Since the walker is the chief the targeting settings wont follow to kill it, but stand still and wait for it either to get out of screen or into 1sqm range again. If there's a cave ending or somewhat the creature is trying to run away, but wont ever go offscreen, the bot is stuck.
Same goes for someone else killing inside your screen, it'll just stand watch until those creatures are dead (outside screen) or inside your own LWalk range. They can basically lure a monster and stand on the edge on your screen. You would have it targetted, waiting for it to come to 1/3sqm range whichever you're using, and well yeah just stand there.
/Stusse
DarkstaR
11-13-2014, 09:29 PM
That's how the waypoints are intended to work, it's not broken.
If you don't want to attack monsters while you're luring, use SIgnore and EIgnore. Else, don't try to lure walk creatures that will flee, as there's really no point in luring, then.
Stusse
11-13-2014, 09:34 PM
That's how the waypoints are intended to work, it's not broken.
If you don't want to attack monsters while you're luring, use SIgnore and EIgnore. Else, don't try to lure walk creatures that will flee, as there's really no point in luring, then.
Allright didn't know you could lure them while not targeting them. Cheers then
/Stusse
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