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Thread: [Update] XenoBot Apophis v14.11.19.982 [DYNAMIC LURE | NO MORE FALLING DOWN HOLES]

  1. #21
    Queen Fatality Fatality's Avatar
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    Quote Originally Posted by Nakuu View Post
    Well, if it's 20 min long then it would be affordable
    GL HF.

  2. #22
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    Sweet update fam

  3. #23

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    Quote Originally Posted by Stusse View Post
    EDIT1: Will the Dynamic Lure still be toggled by the Start/End Lure? So for example I'm stopping either if criterias in the Dynamic Lure is met, or I reached a certain waypoint.
    I have basically the same question: if I use Walker.StopLuring() but the lure conditions are met will the walker immediately start luring again? How do these functions interact? It's important because one way of fixing the bugs Stusse mentioned is with a module that stops luring.


    Also it'd be nice if there were a lure count for the lure walk waypoints, e.g. only lure walk monsters if there is > X monsters on screen. This is handy because sometimes you want to just run past monsters if there's only 1 or 2 instead of luring them across the entire spawn. Using a module to ignore targets doesn't achieve this because it still lures even if targeting is being ignored, which is the other thing I don't like. I'm guessing @DarkstaR wanted this functionality so the shooter can be turned off when luring? The thing is, you almost always want the shooter on when luring. And second, even if you do want it off, you can just load different shooter settings when luring. If instead ignoring targets stops luring (treating lure walks as stands), it allows the scripter a lot more control over when monsters are lured, e.g. in some parts of the spawn it might be good to lure walk monsters but not other parts of the spawn.
    Last edited by Ben; 09-15-2015 at 08:05 PM.

  4. #24
    XenoBot Developer DarkstaR's Avatar
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    Quote Originally Posted by Ben View Post
    I have basically the same question: if I use Walker.StopLuring() but the lure conditions are met will the walker immediately start luring again? How do these functions interact? It's important because one way of fixing the bugs Stusse mentioned is with a module that stops luring.
    Dynamic lure is only considered when targeting is in normal operation, meaning it will be irrelevant when the walker is in lure or ignore mode.

  5. #25
    Moderator Nakuu's Avatar
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    Any chance to make it possible (as an option) to prioritize Looter(first) over luring?

  6. #26
    Lifetime Subscriber Stusse's Avatar
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    Suggestion: Add Loot First to certain items.

    It goes well along with what Nakuu suggested as well. It is good if luring or just targetting kiting to stop if like Terra Mantle but not for platinum coin for example.

    Like a small option for each item:
    Priorized: yes/no

    Then option for all prioritized items like:
    Prioritized: Loot Normal(according to first/last) / Loot First / Loot First:Lure


    /Stusse
    Last edited by Stusse; 09-15-2015 at 08:53 PM.

  7. #27
    XenoBot Developer DarkstaR's Avatar
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    Quote Originally Posted by Nakuu View Post
    Any chance to make it possible (as an option) to prioritize Looter(first) over luring?
    Please explain. When lure is inactive, here's the state machine that determines how the cavebot behaves

    Acquire Target -> Open Bodies (if Loot First) -> Finish Looting An Open Body -> Kite or Follow Target -> Open Bodies (if Loot Last) -> Follow Waypoints

    Here's what it looks like when lure is active:

    Acquire Target -> Open Bodies -> Finish Looting An Open Body -> Follow Waypoints

    It's exactly the same, with the exclusion of kite/follow targets. Looter is always high priority over walker, and targeting doesn't have control of your character, so looter is always considered first.

    Quote Originally Posted by Stusse View Post
    Suggestion: Add Loot First to certain items.

    It goes well along with what Nakuu suggested as well. It is good if luring or just targetting kiting to stop if like Terra Mantle but not for platinum coin for example.

    /Stusse
    If luring, it will always stop to loot. So, what you're asking for is to interrupt kiting when there's loot of a certain value dropped. I can do that pretty easily.

  8. #28
    Moderator Nakuu's Avatar
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    Quote Originally Posted by DarkstaR View Post
    Please explain. When lure is inactive, here's the state machine that determines how the cavebot behaves

    Acquire Target -> Open Bodies (if Loot First) -> Finish Looting An Open Body -> Kite or Follow Target -> Open Bodies (if Loot Last) -> Follow Waypoints

    Here's what it looks like when lure is active:

    Acquire Target -> Open Bodies -> Finish Looting An Open Body -> Follow Waypoints

    It's exactly the same, with the exclusion of kite/follow targets. Looter is always high priority over walker, and targeting doesn't have control of your character, so looter is always considered first.
    Well, the issue I have is simply that when Walker is luring it doesn't go to dead bodies to open them (it does sometimes open dead body when its next to player, feels quite randomly though) but instead it just keeps luring until I disable luring. Dunno if know what I mean... if not maybe @Stusse or @shadowart can explain it better
    Last edited by Nakuu; 09-15-2015 at 09:27 PM.

  9. #29
    XenoBot Developer DarkstaR's Avatar
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    Quote Originally Posted by Nakuu View Post
    Well, the issue I have is simply that when Walker is luring it doesn't go to dead bodies to open them (it does sometimes open dead body when its next to player, feels quite randomly though) but instead it just keeps luring until I disable luring. Dunno if know what I mean... if not maybe @Stusse or @shadowart can explain it better
    Are we referring to walker-based lure or dynamic lure?

  10. #30
    Moderator Nakuu's Avatar
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    Quote Originally Posted by DarkstaR View Post
    Are we referring to walker-based lure or dynamic lure?
    Walker based I guess - I got module where I call Walker.StartLuring() and Walker.StopLuring() which are the same as the start / stop lure waypoints I assume.

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