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So you realise why the gather(1), gatherTouch() system gets stuck due to node being not visible to the bot. How is that problem any different from the one in both of our original ephemeral scripts? We both use this type of code to respawn ephemerals:
waypoint(17) gatherTouch() randomWaypoint(21,2) gatherTouch()
which assumes that there are nodes within visual range of waypoint 17. If there are not, the scenario simply hangs
I really don’t see how this ‘should never happen’. Unless you modify the scenario code each time an account relogs, how exactly does the bot avoid the problem I described above? I can go paste the the scenario/log next time it happens, but it feels to me that I’m not getting the problem across properly
Are you understanding why the bot may get stuck given the code and environment described in the previous post?
- This reply was modified 6 years, 2 months ago by he_le.
Yea I know it will despawn the node. My idea was to basically have :
gather(1)
gatherTouch()
… continue hereso it will navigate to a node beyond visual range, gather(despawn) it. then it will guaranteed be near another node since those spawn in clusters of 2. Does that make any sense?
I understand how the navmesh works, but the problem is eg if we have the following code(think this was from your ephemeral scenario actually):
teleport(Porta Praetoria) job(BTN) gatherPreset(e-Duskglow) grid(e-Torreya-Branch) rotationIfGP(Ephemeral-i) rotationIfGP(Ephemeral-8/8) //afkUntil(04:00ET) waypoint(20) gather(1) randomWaypoint(0,22) gather(1) gatherTouch() waypoint(4) gather(1) gatherTouch()
Given a mesh for example first cluster is 0,1,2,3; 2nd is 4,5,6,7 and 3rd is 22,23,24,25
When bot gets to the line randomWaypoint(0,22) and selects waypoint 0 to travel to. if no nodes are active in the 1st (0,1,2,3) cluster AND other clusters are out of visual range the entire bot hangs. I just don’t see any way around this unless im missing something major
I have no idea why it despawned. I know on a few accounts all they do is gathertouch, no gather but still had issues. Do you think adding a waypoint(1), gather(1) before the gatherTouch() could help it? So makes miqo navigate to a cluster using the compass then do its thing
I’ll double check when I can later, but basically I would want to go to the area and see the locations of clusters manually then put those numbers into the waypoints right? Eg if I see theres nodes at waypoints 1,3 then I can be sure they will stay there and not be randomised on a relog/rezone?
That’s weird, did something else change? Most of my ephemeral scripts are sort of like your public ones Lyfox. Eg in an area with 3 node clusters 1,2,3 it would execute waypoint(3), gathertouch, randomWaypoint(1,2), gathertouch then continue. Prior to this patch I never had issues with it with a combined over a thousand hours of use. Since patch, if it went to waypoint 3, but only waypoints 1,2 had node spawns it would throw a execution error and stop the entire script
Thanks for sharing, very interesting you use state space search. Guess I will wait for upgrade stage 2 and take actions off my bars in the meantime
As an aside, apologies if this is asking too much information about your design, but what is the reasoning behind using state space search compared to tree search or GP for optimizing the rotation? My prior experience with similar game problem has involved tree search(MCTS for ex) and am surprised to find state space search being used here. Is this due to memory savings of state space search?
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