View Full Version : [Update] XenoBot v2.7.0 [9.63]
DarkstaR
08-30-2012, 03:38 AM
This update adds 9.63 compatibility. It also fixes some bugs and has some fully re-coded modules. The re-codes were intended to fix some logic, patch some bugs, and add speed, but could potentially have broken some things. Be sure to report anything odd with the Walker and general path finding operations.
Changelog:
v2.7.0
Added 9.63 compatibility.
Removed 9.60 and 9.61 compatibility.
Fixed use delays to hopefully prevent the Looter from skipping bodies due to potion drinking.
Fixed the rare debugs that occured when killing scripts in the Scripter.
Fixed a bug with saving Settings which sometimes caused them to save as blank.
Fixed a bug which malformed the Settings file if a in-line Script contained quotation marks.
Re-coded the entire pathing module. Pathing should now be a bit less retarded.
Re-coded the entire Walker. While it seems to work the same as before, new bugs could have surfaced, so be sure to report them.
Made improvements to in-line Walker scripts:
The Walker will now ignore the delayWalker() function if called from in-line scripts.
The Walker will now ignore the setWalkerEnabled() function if called from in-line scripts.
When the Walker is disabled, the current in-line script will be terminated.
The Walker now waits for in-line scripts to finish executing before advacing to the next waypoint.
For download and operation instructions, refer back to this thread:
http://forums.xenobot.net/showthread.php?19
"The Walker will now ignore the delayWalker() function if called from in-line scripts.
The Walker will now ignore the setWalkerEnabled() function if called from in-line scripts."
What means this o.o someone can explain it .
all my scripts have that function e_e
Taywedge
08-30-2012, 03:51 AM
"The Walker will now ignore the delayWalker() function if called from in-line scripts.
The Walker will now ignore the setWalkerEnabled() function if called from in-line scripts."
What means this o.o someone can explain it .
all my scripts have that function e_e
I believe the walker will automatically delay until the script function that was called on has successfully completed. Great work DarkstaR, appreciate the hard work/VLOGS to explain everything well. You do a service to your craft, sir.
Messed Around
08-30-2012, 03:58 AM
<3 ya Nick. Right in time for when I get home from school :)
Sunrah
08-30-2012, 04:13 AM
At crystal spiders, Certain cliffs (North cliffs) are considered walkable by the diagnostic info when they are not... But other ones are considered blocked? quite odd.
B0tt3r
08-30-2012, 04:46 AM
(Y) time to bot
stefps
08-30-2012, 04:51 AM
there is a bug with the walker it does not find the waypoints it is getting stucked and does not move even if i click in another wpt
Gordo
08-30-2012, 05:02 AM
same problem, walker does not find the waypoints and is not depositing or following the script; im using infernal bolts; thais ancient temple rotworms script :/
stefps
08-30-2012, 05:18 AM
now you cant walk without mapclicks and mapclicks gets stucked again without trying to get unstucked
Tepre
08-30-2012, 06:09 AM
I have had no issues I am using the walker without Mapclicks Enabled.My Lua script is also still depositing fine.Thanks for the fast update
Alastorsz
08-30-2012, 06:18 AM
its getting walkerstuck , i think is not following the paths that doesnt appear on screen, ( i have enable walk on fire, walk on furniture)
popit
08-30-2012, 06:48 AM
ou yeah! ty ty
PunktG
08-30-2012, 07:44 AM
somthing is wrong
half of mine scripts now dont work (lua scripts - , bank , mp buyer )
LuckyStrike
08-30-2012, 08:05 AM
I think it was too much changes in so small amount of time... :P
giefme20
08-30-2012, 08:14 AM
also walker stuck problem here
PunktG
08-30-2012, 08:33 AM
elseif (labelName == "Bank") then
setWalkerEnabled(false)
NpcConv("hi","deposit all","yes","balance")
wait(700, 900)
Self.WithdrawMoney((MPotprice*(MPots-Self.ItemCount(MPotID))))
wait(200, 300)
Self.SayToNpc("yes")
wait(700, 900)
Self.WithdrawMoney((Boltprice*(bolts-Self.ItemCount(BoltId))))
wait(200, 300)
Self.SayToNpc("yes")
wait(900,1200)
setWalkerEnabled(true)
i see bot got problem
in 2 part of this script
bot deposit all ,
withdraw gp for mp.
but part with withdraw gp for bolts he ignore
elseif (labelName == "buybolt") then
setWalkerEnabled(false)
wait(900, 1200)
Self.SayToNpc({"Hi", "Trade"}, 65)
wait(900, 1200)
buyAlotOfItemsBecauseItsSuchAGodDamnBigDeal(BoltId , (bolts-Self.ItemCount(BoltId)))
wait(900, 1200)
setWalkerEnabled(true)
end
end
here he buy only some part of bolts
i got in setup 1500 and he buy 400-600 and leave
ofc all this before update was working
Dezzie
08-30-2012, 08:48 AM
i see bot got problem
in 2 part of this script
bot deposit all ,
withdraw gp for mp.
but part with withdraw gp for bolts he ignore
here he buy only some part of bolts
i got in setup 1500 and he buy 400-600 and leave
ofc all this before update was working
The last one isnt because of the update. That occured to me aswell when i used that function. There is now a native function for this:
Self.ShopBuyItem(BoltId, (bolts-Self.ItemCount(BoltsId)))
leleog
08-30-2012, 08:55 AM
Am I the only one having problems to inject? I get "Failed to connect IWbemServices!". Does anybody know a solution? Tks
Y2Quake
08-30-2012, 09:58 AM
Gonna test.
Daemon
08-30-2012, 10:00 AM
i see bot got problem
in 2 part of this script
bot deposit all ,
withdraw gp for mp.
but part with withdraw gp for bolts he ignore
here he buy only some part of bolts
i got in setup 1500 and he buy 400-600 and leave
ofc all this before update was working
~ Try this function and the following will be an example
function shopbuyitems(item, count)
count = tonumber(count) or 1
repeat
local amnt = math.min(count, 100)
if(Self.ShopBuyItem(item, amnt) == 0)then
return printf("ERROR: failed to buy item: %s", tostring(item))
end
wait(200,500)
count = (count - amnt)
until count <= 0
end
elseif (labelName == "buyroyalspear") then
setWalkerEnabled(false)
delayWalker(7000)
Self.Say("hi")
sleep(math.random(800, 1700))
Self.SayToNpc("trade")
sleep(math.random(2000, 2400))
shopbuyitems(RoyalSpearID, (WantedRoyalSpears-Self.ItemCount(RoyalSpearID)))
sleep(math.random(800, 1700))
setWalkerEnabled(true)
DarkstaR ~ Everything seems to be working great! I suppose the only problem I encountered was where I had multiple "break" labels in a Dworc script that I had ~heres an excerpt of the script particularly the place that worked prior to the update but not after:
<item text="destroy:" tag="255"/>
<item text="destroy:" tag="255"/>
<item text="destroy:" tag="255"/>
<item text="destroy:" tag="255"/>
<item text="destroy:" tag="255"/>
<item text="destroy:" tag="255"/>
<item text="destroy:" tag="255"/>
<item text="destroy:" tag="255"/>
<item text="destroy:" tag="255"/>
<item text="destroy:" tag="255"/>
<item text="destroy:" tag="255"/>
<item text="destroy:" tag="255"/>
<item text="destroy:" tag="255"/>
<item text="destroy:" tag="255"/>
<item text="destroy:" tag="255"/>
<item text="destroy:" tag="255"/>
<item text="destroy:" tag="255"/>
<item text="destroy:" tag="255"/>
<item text="destroy:" tag="255"/>
<item text="destroy:" tag="255"/>
<item text="destroy:" tag="255"/>
<item text="destroy:" tag="255"/>
<item text="destroy:" tag="255"/>
<item text="destroy:" tag="255"/>
<item text="Stand (32631, 32878, 8)" tag="1"/>
Basically I guess it works as it is intended too now..... but basically it hits the first label executes it and of course it skips very fast throught the rest because I guess it assumes its already executed the action and has no need to do it again... so basically I created two labels in the LUA and it works now ~~~ example :
<item text="destroy:" tag="255"/>
<item text="destroytwo:" tag="255"/>
<item text="destroy:" tag="255"/>
<item text="destroytwo:" tag="255"/>
<item text="destroy:" tag="255"/>
<item text="destroytwo:" tag="255"/>
<item text="destroy:" tag="255"/>
<item text="destroytwo:" tag="255"/>
<item text="destroy:" tag="255"/>
<item text="destroytwo:" tag="255"/>
<item text="destroy:" tag="255"/>
<item text="destroytwo:" tag="255"/>
<item text="destroy:" tag="255"/>
<item text="destroytwo:" tag="255"/>
<item text="destroy:" tag="255"/>
<item text="destroytwo:" tag="255"/>
<item text="destroy:" tag="255"/>
<item text="destroytwo:" tag="255"/>
<item text="destroy:" tag="255"/>
<item text="destroytwo:" tag="255"/>
<item text="destroy:" tag="255"/>
<item text="destroytwo:" tag="255"/>
<item text="destroy:" tag="255"/>
<item text="destroytwo:" tag="255"/>
<item text="Stand (32631, 32878, 8)" tag="1"/>
sorry for the super long post but :) anyways great job!!!!!
giefme20
08-30-2012, 10:19 AM
fix walker stucks cuz bot is useless atm
Fleet
08-30-2012, 10:20 AM
The bots working, but seems to get stuck sometimes. Im using mapclicks on this specific script, so it might be that it's a monster on that tile when it happens. Worked before, but now it doesn't retry the walker.
Dezzie
08-30-2012, 11:09 AM
setWalkerEnabled(false)
This is ignored in the lua files aswell
Walker stuck problem is back !!!! =X
maicoln
08-30-2012, 11:34 AM
The bot getting stuck and almost all the time ignoring labels
p0pas
08-30-2012, 11:49 AM
Stop spamming, Dark know what the problem is. Just w8 few hrs for his return ;p
Koksik22
08-30-2012, 11:52 AM
walker stuck.. and problem with breaking mirrors on vengoth. fuck fuck fuck
PunktG
08-30-2012, 11:58 AM
Stop spamming, Dark know what the problem is. Just w8 few hrs for his return ;p
is good that ppl post bugs and problems
Dark will know more and fast repair this :)
maicoln
08-30-2012, 12:02 PM
Much better looting and the remade Walker is just awesome.
@All with Walker problems:
Just recreate your waypoints being sure that no waypoint is offscreen and you won't have any problems.
I agree when u say about the loot, is working flawless now, but, a lot o ppl here bought ur scripts cause they dont know how to do it, is not easy just say to remake it.
Fleet
08-30-2012, 12:02 PM
Stop spamming, Dark know what the problem is. Just w8 few hrs for his return ;p
During this time after a update it's critical that people observe and report errors in the program, to get a fullview of what's needed in the improvement. If only a few people would report, some might think it's in error from the user and not the bot, but if more report the same error it's probably something that's wrong with the bot and not the user.
Nostrax
08-30-2012, 12:09 PM
Much better looting and the remade Walker is just awesome.
@All with Walker problems:
Just recreate your waypoints being sure that no waypoint is offscreen and you won't have any problems.
I suck with computers, not do I know how to even make a script. So I obught them all, so the problem should be fixed asap if u ask me.
Syntax
08-30-2012, 12:42 PM
Daemon, PunktG: If you guys would read changelogs or open up XenoLuaLib you'll realize those functions are useless. I created both of your suggested functions when it was first released, but it has long been added to the native library.
The native functions handle 100+ itemcount.
Nostrax: while Nick probably has some bugs to work out with the walker, you can't blame poorly made scripts on anyone but the buyer and seller of the scripts. If you want 100% working scripts you can trust then learn how to make them yourself. You will profit. You can always use the free membership at lualand to get a visual feel how it's supposed to work.
phildeluxe
08-30-2012, 12:44 PM
the main problem with mine scripts are that all my lua scripts run without any debug and now half of them arent even able to run and in some of the running one he ignores the labels , as well as the back reseter which was based on forgee's.lua doesnt work anymore -.-
Nostrax
08-30-2012, 01:27 PM
Daemon, PunktG: If you guys would read changelogs or open up XenoLuaLib you'll realize those functions are useless. I created both of your suggested functions when it was first released, but it has long been added to the native library.
The native functions handle 100+ itemcount.
Nostrax: while Nick probably has some bugs to work out with the walker, you can't blame poorly made scripts on anyone but the buyer and seller of the scripts. If you want 100% working scripts you can trust then learn how to make them yourself. You will profit. You can always use the free membership at lualand to get a visual feel how it's supposed to work.
I don't think its a good thing when an update comes u got to fix every script again? Well I have no time and interest in scripting and learning all about it? I'm playing Tibia with a bot which I pay for and the script which I pay for, it would be stupid if problems like this occure every update.
Alltho I'm botting again, let's see how it goes :)
DarkstaR
08-30-2012, 01:41 PM
Tibia updated in the middle of a huge update on my end. The update was still a week premature which is why we're seeing these problems. I can't help it when Tibia chokes an update out of me when the bot isn't ready for one.
now you cant walk without mapclicks and mapclicks gets stucked again without trying to get unstucked
same problem, walker does not find the waypoints and is not depositing or following the script; im using infernal bolts; thais ancient temple rotworms script :/
there is a bug with the walker it does not find the waypoints it is getting stucked and does not move even if i click in another wpt
also walker stuck problem here
Walker stuck problem is back !!!! =X
walker stuck.. and problem with breaking mirrors on vengoth. fuck fuck fuck
The bot getting stuck and almost all the time ignoring labels
there is a bug with the walker it does not find the waypoints it is getting stucked and does not move even if i click in another wpt
its getting walkerstuck , i think is not following the paths that doesnt appear on screen, ( i have enable walk on fire, walk on furniture)
How the fuck do you expect me to fix "not working?" I need specific information and specific scripts. It's obviously working fine for me (and many others). 50 people sat and watched me test it on two different characters. It's a mix of the changes and bad scripting that's at fault but if you want the problems fixed I need to be able to recreate them. Give me something. You don't expect the mechanic to fix your car without touching it, do you?
somthing is wrong
half of mine scripts now dont work (lua scripts - , bank , mp buyer )
No changes were made to the Lua library. My MP buyer, bank deposit/withdraw, and BP reopen work fine. See my reply to the people above you.
At crystal spiders, Certain cliffs (North cliffs) are considered walkable by the diagnostic info when they are not... But other ones are considered blocked? quite odd.
Can you get me a screenshot of this?
Basically I guess it works as it is intended too now..... but basically it hits the first label executes it and of course it skips very fast throught the rest because I guess it assumes its already executed the action and has no need to do it again... so basically I created two labels in the LUA and it works now ~~~ example :
This is a known issue that I'm working on resolving. I would say you should now convert all of those labels into in-line scripts. This one script will break until the wall is down.
while (not Map.IsTileWalkable(x, y, z)) do Self.UseItemWithGround(Weapon, x, y, z) wait(500, 1200) end
fix walker stucks cuz bot is useless atm
You're useless.
The bots working, but seems to get stuck sometimes. Im using mapclicks on this specific script, so it might be that it's a monster on that tile when it happens. Worked before, but now it doesn't retry the walker.
Can you provide the script?
setWalkerEnabled(false)
This is ignored in the lua files aswell
No it's not. Works fine for me.
the main problem with mine scripts are that all my lua scripts run without any debug and now half of them arent even able to run and in some of the running one he ignores the labels , as well as the back reseter which was based on forgee's.lua doesnt work anymore -.-
Ignoring labels is a known issue, I'm working on it. Try converting to in-line scripts, that's where everything should start going.
About the re-setter, take that up with Forgee. My re-setter worked fine. I cannot develop my API around wrapper API's, they must conform to mine. That's how development works. Microsoft doesn't fix Windows when Qt breaks with a security patch. Qt updates their library.
giefme20
08-30-2012, 02:17 PM
Before update, walker was walking between waypoints flowly. Now, when next waypoint is above screen, walker just stop. You can create waypoints with range 5SQM then next waypoints are always on the screen and walker won't stop.
DarkstaR
08-30-2012, 02:21 PM
Before update, walker was walking between waypoints flowly. Now, when next waypoint is above screen, walker just stop. You can create waypoints with range 5SQM then next waypoints are always on the screen and walker won't stop.
That still tells me nothing because off-screen waypoints work absolutely fine for me. Like I said, give me a script that's broken or stop spamming the thread.
Alastorsz
08-30-2012, 02:29 PM
DarkstaRt ok man about the specific information,
Script: Brimstone Bug Cave <keeper cave mission 3 wrath)
Error/Issue: Walker is getting stuck several times and send the mesage " Cannoth Find the path ~" something like that. It happens even at the first waypoint, just walking downstairs to enter in the cave
http://www.subeimagenes.com/thumb/sin-titulo-381572.jpg (http://www.subeimagenes.com/img/sin-titulo-381572.html)
I have to walk manual only 2 block to the north and it works again, but get stuck at the next waypoint, i remade all the waypoints making them always visible in the screen, i mean the next waypoint now is visible to the last one, and it works but it stops a few miliseconds every time it get there and ofc its kinda tedious :S and when follows the gondamn lancer bettle sometimes get stuck again u.u
DarkstaR
08-30-2012, 02:33 PM
@DarkstaR (http://forums.xenobot.net/member.php?u=2)t ok man about the specific information,
Script: Brimstone Bug Cave <keeper cave mission 3 wrath)
Error/Issue: Walker is getting stuck several times and send the mesage " Cannoth Find the path ~" something like that. It happens even at the first waypoint, just walking downstairs to enter in the cave
http://www.subeimagenes.com/thumb/sin-titulo-381572.jpg (http://www.subeimagenes.com/img/sin-titulo-381572.html)
I have to walk manual only 2 block to the north and it works again, but get stuck at the next waypoint, i remade all the waypoints making them always visible in the screen, i mean the next waypoint now is visible to the last one, and it works but it stops a few miliseconds every time it get there and ofc its kinda tedious :S and when follows the gondamn lancer bettle sometimes get stuck again u.u
Is this using mapclicks or not? I think I know the problem here.
Nevermind, I see it in the screenshot now. The problem is that the maroon tiles on the minimap are always perceived as "blocking" with the changes I made in the path-finding. I wasn't aware that there were instances where tiles with that color were walkable. Thanks for the input!
diofeher
08-30-2012, 02:34 PM
Tibia updated in the middle of a huge update on my end. The update was still a week premature which is why we're seeing these problems. I can't help it when Tibia chokes an update out of me when the bot isn't ready for one.
That's why you should be using version control with branches ;)
DarkstaR
08-30-2012, 02:36 PM
That's why you should be using version control with branches ;)
I am using Mercurial but didn't think to branch off as I wasn't expecting an update any time soon, haha. Also, I did have to add/change quite a few constants and modify a lot of the same files, so it would have been merge HELL.
sirmate
08-30-2012, 02:48 PM
Some items seems to be considered as walkable since this update (ex. some borders on this roof).
http://i.imgur.com/GdkBH.jpg
DarkstaR
08-30-2012, 02:49 PM
Some items seems to be considered as walkable since this update (ex. some borders on this roof).
http://i.imgur.com/GdkBH.jpg
Perfect. I'll look into it, thanks.
Kingdom
08-30-2012, 02:56 PM
DarkstaR
If a scarab dies and a larva dies on same spot, then the bot just stands there forever because it can't reach the loot, and i fully understand thats what you updated, but would be cool with a option "Ignore loot if not reachable"?
DarkstaR
08-30-2012, 03:01 PM
@DarkstaR (http://forums.xenobot.net/member.php?u=2)
If a scarab dies and a larva dies on same spot, then the bot just stands there forever because it can't reach the loot, and i fully understand thats what you updated, but would be cool with a option "Ignore loot if not reachable"?
I actually did not change anything having to do with this. In the past did it do this? Nothing I changed should effect this.
sirmate
08-30-2012, 03:05 PM
Found ID's for them: 995-999 and 1004-1005.
EDIT:
After adding those ID's into blocking section in Items.xml file I ran into such situation (those borders seems to be walkable only when some walkable item is below it):
http://i.imgur.com/0nNtg.jpg
Koksik22
08-30-2012, 03:38 PM
then xeno be update or need new scripts? becose i dont understund that.
working beautifully, no problems what so ever with waypoints.
Koksik22
08-30-2012, 03:54 PM
working suck on my perfect script for 300k. perfect becose after uptade working great
dondiablo
08-30-2012, 04:06 PM
Got the same problem with walker stuck. Im botting Yalahar sunken quara´s. Maybe that also got something to do with the pathfinding you changed? Before the update it worked well and now it isnt.
jikoe
08-30-2012, 04:16 PM
yea sometimes the script just get stuck , before update i never had that with 4-5 scripts
Koksik22
08-30-2012, 04:32 PM
xeno going down. sometime ago i was think to change xeno for ibot. maybe now i gonna do this
Syntax
08-30-2012, 04:44 PM
xeno going down. sometime ago i was think to change xeno for ibot. maybe now i gonna do this
Bitching about your scripts won't help if you don't post the scripts you're using.
maicoln
08-30-2012, 05:00 PM
Bitching about your scripts won't help if you don't post the scripts you're using.
+1 ~~
DarkstaR
08-30-2012, 05:11 PM
Tonight, I will entirely replace the new pathfinding with the older pathfinder. Anyone who bitches about it can suck me.
nicolasfrias
08-30-2012, 05:18 PM
++2 lol
+1 ~~
Tonight, I will entirely replace the new pathfinding with the older pathfinder. Anyone who bitches about it can suck me.
Nooo :( it worked so good, for me atleast, not 1 script is malfunctioning
Tonight, I will entirely replace the new pathfinding with the older pathfinder. Anyone who bitches about it can suck me.
well , was working fine with me the new pathfinding , maybe ppl is lazy for redo his scripts , and test it again o.o
gl anyway
maicoln
08-30-2012, 05:33 PM
Tonight, I will entirely replace the new pathfinding with the older pathfinder. Anyone who bitches about it can suck me.
Calm down baby, we love u
Junglemaster1992
08-30-2012, 06:13 PM
hmmm, I used setWalkerEnabled(false) to logout my char , if he has not enough pots to move on, now I cant use this anymore..it's weird :S
DarkstaR
08-30-2012, 06:15 PM
That wont work from one-liners but should work from label callbacks. To do it from a one-liner, just use
while (true) do wait(200) end
soul4soul
08-30-2012, 06:18 PM
Hope you dont go back to the old path finder. the new one has some bugs but they can be worked out. I have no problem with any of my scripts.
Daemon
08-30-2012, 06:43 PM
Syntax / DarkstaR :) Thanks for the info guys
Jakob Miller
08-30-2012, 07:13 PM
So, what is going on? Changing back or Staying with what's now? I rather not look into my scripts before I know ^^
DarkstaR
DarkstaR
08-30-2012, 07:13 PM
So, what is going on? Changing back or Staying with what's now? I rather not look into my scripts before I know ^^
@DarkstaR (http://forums.xenobot.net/member.php?u=2)
Regardless you wont have too. If I fix the problems, the problems are fucking fixed.
LuckyStrike
08-30-2012, 07:16 PM
Darkstar, is that so hard to make Setting in targeting like "only if trapped", it would help alot for lots of scripters to make 100% afk not every shit monster on targeting. please do something in this way :)
Jakob Miller
08-30-2012, 07:23 PM
Regardless you wont have too. If I fix the problems, the problems are fucking fixed.
Glad to hear! You are doing a good job mate, I respect your programming skills!
Bomasz
08-30-2012, 07:39 PM
Bot now tries to walk into some1 house, and go down or upstairs often. ;/
Alastorsz
08-30-2012, 07:45 PM
Hilarious, @for the ppl who says "noo please stay with this version" u guys only dont have to download the new version with the past pathfinder cause the new one is working fine for u, so stop crying ¬¬
Sunrah
08-30-2012, 07:54 PM
http://i49.tinypic.com/3534cns.jpg
Well in response to you for the crystal spiders, Heres the cliffs that are considered walkable, sorry for not posting a picture before.
I sent you a pm asking if you wanted one, then I realized that was stupid of me. Also my post wasn't very helpful before, so in regards to that Ill give as much info as possible.
Map clicks works fine, I just cant use them with my current script because of the route it takes, But for the walker it trys to run onto those cliffs (Looter and targetter too) Allowing me to get stuck and beat on.
So I currently use no path finding options, With mapclicks it works pretty well but like I said, looter and targetting still may get stuck.. I hope this gives you a better idea.
And for feedback, The walker overall is much faster and nicer, It does an amazing job. But with any new code... THERE WILL BE BUGS, So ignore the retards Darkstar.
Thanks for the wonderful bot, and all the work that went into that coding.
That last 1% is the hardest % there is.
-Sunrah
SomeKindOfMonster
08-30-2012, 08:00 PM
I'm having issues with .lua functions, ex. every time bot hits a check way point it decides to leave the spawn with plenty of supplies never happened before. Not sayin its due to this update, just a new and unusual observation
DarkstaR
08-30-2012, 08:03 PM
Sunrah sirmate
What you're rediscovering is an old bug I fixed back when Tala found it in Yalahar minos. The problem is that there is no item on that tile that is actually blocking. Instead, it's just missing a "tile" which in turn makes it blocking. Essentially, while there nothing to make it block, there's nothing to make it Walkable, and the pathfinder only considers the first possibility.
The easy fix was this at the time:
if (stack == 0) if (!itemData::isGround(id)) return false;
Essentially, if the first item isn't a ground tile, we say it's blocking. I accidentally changed that code to this (No clue how this happened).
if (stack == 0xFF) if (!itemData::isGround(id)) return false;
Effectively re-introducing the bug. Thanks for the reports, it will be fixed.
Stusse
08-30-2012, 08:06 PM
I also had this problem with lua file as above, before it went smooth, today after patch it actully jumps right past em. Maybe you removed delayWalker and setWalkerEnabled from the lua reader aswell by mistake? Just tryign to give some ideas since like some of my functions are fucked up that used to work before... Example is
setWalkerEnabled(false)
delayWalker(6000)
Self.Say("hi")
wait(900, 1200)
Self.Say("pass")
wait(900, 1400)
Self.Say("sunken")
wait(500, 800)
setWalkerEnabled(true)
Today it just said hi and then started to walk away trying to find a way around the gate resulting in walker stuck after it reached the shore.
Anyways just trying to help you locate the problem or so, perhaps you'll find the source to it since ur the b0ss DarkstaR
/Stusse
DarkstaR
08-30-2012, 08:15 PM
I'll look into the label issue but it's weird because they work for me. delayWalker(), setWalkerEnabled(), etc all work. Might be some of my delays, I'll look at it.
Koksik22
08-30-2012, 08:15 PM
i have almost all script from xongiver is not cheap and most of all have problems becose bot was update
Shiver209
08-30-2012, 08:54 PM
I preferred the old walker, just my opinion, found this one to be a bit... well... weird lol seems to take "long" routes to a waypoint. Also messed up some of my scripts, dont know how, so had to clear them and start again, quite a pain but not a majorly big deal. But yea all in all I thought the old walker system worked a lot smoother.
Sikor
08-30-2012, 09:10 PM
darkstar i have after ss mass walker stuck- poison and my char no go (brimstone bugs)
Tibtrak
08-30-2012, 09:12 PM
I've experienced problems with the bot skipping labels it did not skip earlier.
Like this levitate script.
elseif (labelName == "LevitateUp") then
setBotEnabled(false)
Self.Cast("exani hur up", 50)
wait(1000,2000)
setBotEnabled(true)
I know you said you were gonna look into it above. Just thought I'd add it incase it could help in any way;)
lukepiojoso
08-30-2012, 10:38 PM
Same problem here. WALKER STUCK. every 10 minutes, its just like playin manualy XD
DarkstaR
08-30-2012, 10:52 PM
Running some tests now but I've got a lot of things fixed. Here's the current changelog:
v2.7.1
Fixed a bug which caused the Walker to get confused with like-named labels.
Fixed a bug which caused Mapclick to get stuck and not re-try.
Fixed a bug which caused the Pathfinder to view floating border as walkable.
Fixed a bug which caused the Pathfinder to not find off-screen paths in certain areas.
Koksik22
08-30-2012, 11:10 PM
then give link to upload
kubax36
08-30-2012, 11:10 PM
Running some tests now but I've got a lot of things fixed. Here's the current changelog:
v2.7.1
Fixed a bug which caused the Walker to get confused with like-named labels.
Fixed a bug which caused Mapclick to get stuck and not re-try.
Fixed a bug which caused the Pathfinder to view floating border as walkable.
Fixed a bug which caused the Pathfinder to not find off-screen paths in certain areas.
thanks for link to download 2.7.1 :D
DarkstaR
08-30-2012, 11:14 PM
then give link to upload
thanks for link to download 2.7.1 :D
Running some tests now but I've got a lot of things fixed.
Read, please.
kubax36
08-30-2012, 11:16 PM
ah, sorry :D
p0pas
08-30-2012, 11:23 PM
Read, please.
sorry for some users :(
stefps
08-30-2012, 11:27 PM
theres a lot of problems, sometimes it does not buy the right amount of potions and it does not deposit
Koksik22
08-30-2012, 11:30 PM
i belive then be break the mirrors in my script on vengoth xd
p0pas
08-30-2012, 11:49 PM
stop spamming, dark know what the problem is and he is trying to fix it. There is gonna me 1000 more pages with bla bla bla my depositer no work darkstar fix it of gimmie cash or some shit like oh oh oh getting stuck on my thais rats script. Just w8 for update and be patient
Shadow Wolf
08-31-2012, 12:14 AM
Thanks for getting the update out so quickly. I honestly don't see why everyone is complaining so much.
Like DarkstaR said the update caught him unawares and as such he had to rush an update out.
Be patient, or learn to script yourselves... I haven't had a single problem with my better scripts yet, except for the occasional walkerstuck which is caused by ME lagging down a hole. NOT xenobot.
I was going to report those empty fields which the bot reads as walkable, but I see you're already on to it.
Thanks again DarkstaR.
PS: Maybe a suggestion to help those of us bothered by lag, if the walker gets stuck for over an 'x' amount of time keep searching for reachable waypoint?
~ Shadow Wolf
DarkstaR
08-31-2012, 12:19 AM
PS: Maybe a suggestion to help those of us bothered by lag, if the walker gets stuck for over an 'x' amount of time keep searching for reachable waypoint?
~ Shadow Wolf
The reason this won't happen is because people will end up getting detected if they fall down a hole and end up spamming "hi, trade, yes" for 45 minutes as they die to snakes and waste pots.
Petit Ours
08-31-2012, 12:23 AM
This one is working good for me :D except for one liner script that open door. sometime it skip it and walker get stuck
Kingdom
08-31-2012, 12:57 AM
This one is working good for me :D except for one liner script that open door. sometime it skip it and walker get stuck
elseif (labelName == "Door4") then
setWalkerEnabled(false)
Self.OpenDoor(33037, 31538, 10)
setWalkerEnabled(true)
Liner script didn't work so well on some doors, but like the door going out of farmine doors worked fine.
But on the rest i used that script..
Petit Ours
08-31-2012, 01:04 AM
elseif (labelName == "Door4") then
setWalkerEnabled(false)
Self.OpenDoor(33037, 31538, 10)
setWalkerEnabled(true)
Liner script didn't work so well on some doors, but like the door going out of farmine doors worked fine.
But on the rest i used that script..
the door thaT DONT WORK FINE IS the blue djinn door, so its a sealed door and its always close so i use self.useitemground(x,y,z)
because self.opendoor was not working well but now it work fine but sometime it get walker stuck
Shadow Wolf
08-31-2012, 01:50 AM
The reason this won't happen is because people will end up getting detected if they fall down a hole and end up spamming "hi, trade, yes" for 45 minutes as they die to snakes and waste pots.
Ahh yeah ofcourse :p
Thanks for explaining that.
~ Shadow Wolf
Kingdom
08-31-2012, 02:08 AM
nvm, fixed.
DarkstaR
08-31-2012, 02:19 AM
Boom. http://forums.xenobot.net/showthread.php?6724
Koksik22
08-31-2012, 03:03 AM
thanks. rly good job
killerfanges
08-31-2012, 03:24 AM
i keep getting disscounted.... is this the problem with the bot or me?
Koksik22
08-31-2012, 03:54 AM
its your problem.bot working excellent
Secret
08-31-2012, 06:37 AM
NEW UPDATE -- > http://forums.xenobot.net/showthread.php?6724-Update-XenoBot-v2.7.1
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