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AzzyAI 1.551 NEW FIX 11/5 !


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#101 usullusa

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Posted 07 June 2015 - 12:33 PM

Hi Dr Azzy, 

 

Wondering if this is a familiar problem to you: I'm using your AI and it lags the HELL out of my gameplay. At first I was using a slightly older version of the ai and the lag was so bad I would literally get kicked from the server. I updated to 1.551 and saw an improvement, but while I can play now, I still lag out at crucial moments and die. I have traceai off and I haven't made any modifications to the configurations. It does seem to be worse on crowded maps. The moment I vaporize my homunculus the problem disappears. Any suggestions?


Edited by usullusa, 07 June 2015 - 12:34 PM.

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#102 Akilez

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Posted 07 June 2015 - 01:22 PM

Did you try with the lag reduction option? i was testing few mins ago, and it works perfect for me


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#103 DrAzzy

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Posted 07 June 2015 - 08:13 PM

Turn on LagReduction. As of latest version, you can now adjust it to levels higher than 1, which will further slow down commands sent by homun (note that this makes the homun less effective on non-laggy maps)


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#104 ShoLin

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Posted 07 June 2015 - 08:50 PM

please read your pm regarding stuck homun


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#105 Ayonia

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Posted 11 June 2015 - 12:35 AM

Hi,

 

since i couldn't find anything regarding my problem (or maybe my searching skills are too bad) i'm asking here.

Playing on fRo, my Sera (Filir base) got the Poison Mist skill recently. I really had problems to get this work (for OD2).

Always skill failure and really really rarely the poison mist field.

Now it works only fine when i set useoffensivebuff and usedefensivebuff to never. I guess it's not intended to

work like that? 


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#106 Trance3D2Y

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Posted 11 June 2015 - 06:38 AM

Spoiler

 

Using the newest version (and presumably the original/pre-loaded settings fixed it). Will observe for now.


Edited by Trance3D2Y, 11 June 2015 - 06:49 AM.

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#107 Akilez

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Posted 11 June 2015 - 06:52 AM

I had the same issue, but since i upgrade the AI, it was fixed...


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#108 ShoLin

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Posted 11 June 2015 - 09:44 AM

Please disable aoe on attack, i'm getting sick of people dumping lava slide on me.


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#109 DrAzzy

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Posted 11 June 2015 - 05:17 PM

Hi,

 

since i couldn't find anything regarding my problem (or maybe my searching skills are too bad) i'm asking here.

Playing on fRo, my Sera (Filir base) got the Poison Mist skill recently. I really had problems to get this work (for OD2).

Always skill failure and really really rarely the poison mist field.

Now it works only fine when i set useoffensivebuff and usedefensivebuff to never. I guess it's not intended to

work like that? 

On most RO's other than iRO, the Pre-S homun buffs are global cooldowns, not skill-specific cooldowns - which really really blows. Luckily, it's not like that on iRO :-) (this is intended - I talked to our GMs when it came out and convinced them)

 

Spoiler

 

Using the newest version (and presumably the original/pre-loaded settings fixed it). Will observe for now.

That's caused by using an old version, it has been fixed. 

 

 

Please disable aoe on attack, i'm getting sick of people dumping lava slide on me.

Nope, not gonna kneecap the AI - but it should be defaulting to idle, not attack now. 


Edited by DrAzzy, 11 June 2015 - 05:19 PM.

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#110 Trance3D2Y

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Posted 11 June 2015 - 05:20 PM

^Thanks Azzy, yeah it was fixed when I downloaded the newest one. I'll come back here whenever I encounter a problem / bug to report. Thanks and more power.


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#111 ShoLin

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Posted 11 June 2015 - 05:44 PM

Rescue friends doesn't work, friend's in my party get attacked the homun won't attack. Tried with kill steal polite and still does nothing.


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#112 Akilez

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Posted 11 June 2015 - 06:02 PM

Rescue friends doesn't work, friend's in my party get attacked the homun won't attack. Tried with kill steal polite and still does nothing.

 

I guess do you have to add them to the friend list file in AI...


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#113 ShoLin

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Posted 11 June 2015 - 06:17 PM

I would of thought it would of auto add it. sigh.


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#114 Akilez

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Posted 11 June 2015 - 08:34 PM

I would of thought it would of auto add it. sigh.

 

I guess it is possible, just like the AutoMobID, there should be an option for friend too


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#115 ShoLin

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Posted 11 June 2015 - 11:52 PM

--To add friends, put mercenary or homun into standby mode (ctl+T or alt+T as appropriate), and sit 1 cell to the west (to left in default view) of the person who you wish to friend
--To remove friends, put merc/homun into standby mode, and sit 1 cell to the east (to right in default view) of the person you want to remove.

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#116 DrAzzy

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Posted 12 June 2015 - 11:32 AM

There is no way for the AI to automatically friend people who are in your party or on friend list. This is a game limitation - there's no facility provided by the game for the AI to see if someone's in your party.

 

There is no function that I can call from within the AI that will return something different if they're in your party or on friendlist, vs random player. I really wish there is, and in the past I went through just about every information gathering function available to the AI - nothing gave me any information I could use to determine if someone was in your party. No, you can't try to read their HP - homun can't see party member hp. 


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#117 ShoLin

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Posted 12 June 2015 - 07:16 PM

It still doesn't work i set the friend thing and rescue friends. It won't attack the monsters on the friend's list. what's going on.


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#118 DrAzzy

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Posted 13 June 2015 - 07:57 PM

Check A_Friends.lua, and make sure the players are listed (the numbers are the same as the numbers in the url's in ROPD, so you can cross-check against that)


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#119 ShoLin

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Posted 13 June 2015 - 09:06 PM

i set them as ally, then went back to the default and it seems to workish.

 

What about blood lust? some times it casts others it won't cast for like an hour.


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#120 DrAzzy

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Posted 16 June 2015 - 11:09 AM

How do you have it configured? 

 

Also - if you teleport around or log out while it has Blood Lust up, the cooldown timer won't run while you're not actually in game, but the AI doesn't have a good way of doing this. Thus it tries to cast it, but fails because the cooldown isn't up, and then waits the entire duration before recasting it. I've been meaning to lengthen what the AI thinks the duration is to help prevent this from happening as a result of just winging around maps.

 

There's aggressive relog tracking (see advanced options in docs), but that can cause lag, because it involves writing to a data file several times a second, so that the AI can tell when it hasn't been logged in and adjust the timeouts for recasting. 


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#121 ShoLin

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Posted 16 June 2015 - 11:11 AM

UseOffensiveBuff Idle


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#122 Joaco

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Posted 21 June 2015 - 06:40 AM

Changelog:

1.551
* Correct issue with standpoint selection while attacking on low aspd homuns.

 

Hello Azzy. Is that what I think it is? :o

Does that fix the bug Homuns S get at their early lvling? The one that leaves the homun there taking damage but unable to attack or move.

 

If it does so, I'll upgrade ASAP!

 

TIA.


Edited by Joaco, 21 June 2015 - 06:40 AM.

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#123 DrAzzy

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Posted 23 June 2015 - 06:07 PM

No, that's a game bug, can't be fixed in AI. 

 

It's an issue where very slow attacking homuns would think they were failing to attack when they were just attacking really slow.


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#124 ShoLin

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Posted 23 June 2015 - 08:27 PM

What about my blood lust thing?


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#125 Calza

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Posted 29 June 2015 - 05:41 AM

Hi,

 

I've updated the USER_AI files with the ones in your link.

 

I've changed it so "Homonculus has been customzied." 

 

I'm still not sure it's picking up on your basic test though (The moving cell by cell and expecting it to keep 2 behind). Any ideas what I'm missing here?


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