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AzzyAI 1.40 Dev 13 new 3/1


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#1 DrAzzy

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Posted 01 March 2012 - 12:39 AM

Install per the 1.35 thread here: http://forums.warppo...sion-avail-423/

1.40 dev 13
* Fixed issue with moving long distances.
* Improved chasing behavior, should fix the wobble.
* Improved boundary detection while chasing.
* Fixed issue with SP being counted incorrectly when using skill levels other than max level
* Fixed issue a distance function in AzzyUtil.lua (no reported issues in the field).
* Fixed issue with occasional target dropping while closing to melee range.
* Fixed critical issue with skill use while chasing.

1.40 dev 12
* Fixed issue with snipe tactic causing errors.

1.40 dev 11
* Fixed issue with provoke state.
* Fixed issue with provoke skill info.
* Fixed issue with AI mistaking sacrifice for provoke
* Three above issues combined to cause crashes on homuns with sacrifice when autoprovoke was enabled.

1.40 Dev 10
* Fixed issue where we attempted to use math.huge which isn't implemented in lua 5.0.2
* Fixed issue where chase state tried to move to a target one last time after dropping it's old target.
* Fixed line 667 error, which was caused by the combination of the two above bugs.
* Corrected error where stationary aggrodist and movebound would be used if the owner was moving only in the north-south direction.
* Improved logging for the closest cell calculations, because they're brittle and cause a lot of problems.
* Corrected issue with ranged mercenaries moving 1 cell closer than they need to when approaching targets from the west and south.


1.40 Dev 9
* Removed posbug correction code - was causing dropped targets, inappropriate dancing, and other issues because it is impossible to detect posbug due to GetV() bug, and hence was activating even when not posbugged.
* Fixed issue with Sniping - TACT_SNIPE_L/M/H should now work. If you can 1-shot in OD2, try it out! Makes much better use of SP.
* Fixed issue that could cause a high-speed homunculus to run off the screen chasing a monster. We will now drop the target instead. This was killing people in OD2.
* Fixed improper tail call from chase to idle.
* Default tactics are now a bit better: They default to not attacking the stupid event mobs, nor ants and giearths for doing ant eggs.
* Set DoNotAttackMoving in H_Extra to make the homunculus not attack stuff that's moving. It'll still continue chasing them if they do move, though. This is not the final version of this feature, but it's been requested by several people - here's an interim solution.


1.40 Dev 8
Quick bugfix release
* Fixed follow obstacle fix from previous versions as it was not being used correctly
* Fixed attack posbug fix, which was suffering from an almost identical issue
* Fixed missing geographer tactic.

1.40 Dev 7x
* Fixed the attack chase loop bug.

1.40 Dev 7
* Added support for autoskill skill selection tactic - Manually edit H_Tactics.lua and chance the size tactic to CLASS_BOTH (to use either pre-S or homunS skills), CLASS_OLD (for pre-s skill only), or CLASS_S (for S skills only), or CLASS_MOB (if, for some reason, you want to use a mob skill on this, even if there aren't enough targets around to normally justify using a mob attack (per MobAttackCount) - i expect this to be most useful for mercenaries, particularly the lvl 10 sword merc, where you might want it to use BB for the higher damage - of course tactics for mercs require MobID - so maybe this isn't so useful.) For mercenaries, you can edit this using the GUI - use the TACT_SIZE tactic, SIZE_LARGE is the same as CLASS_MOB, SIZE_UNDEFINED should be used in all other cases (since there's no S-class skills for merc)
* Unified code between chase skill use and attack skill use
* Fixed longstanding issue with debuff while attacking which would prevent the homun from using debuffs while attacking if told via tactics to use a certain debuff skill. This bug has been present since 1.30 or earlier and had not been reported. Did anyone try to use this?
* Corrected boneheaded prioritization of targets which resulted in the homun aggroing new monsters while ignoring monsters currently attacking him. This was a really really nasty bug IMO.
* FOLLOW_ST with FAST CHANGE did not use proper tail call when changing to IDLE_ST, this was corrected (internal change)
* Removed more obsolete code
* Fixed a few potential error message
* Fixed issue with empty AAI_Warning file
* Fixed error with bow mercenaries that have the skill Double Strafe
* Another change dedicated to truly eradicate the follow state hang.
* Fixed issue with inappropriate use of antiposbug measures which could cause problems around obstacles.
* Fixed issue where the wrong measure of range was compared to MoveBounds for attacking monsters outside AggroDist, resulting in failure to defend against ranged attackers (like those blasted orc archers!) on the edges of the screen.
* Improved tracing to try to trace down yet another freeze issue.

http://www.mediafire.com/?ce96sdilqres930

Edited by DrAzzy, 01 March 2012 - 01:42 AM.

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#2 Ludercrs

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Posted 01 March 2012 - 08:07 AM

Thanks for your Continued work on this Azzy. much appreciated :D
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#3 meoryou2

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Posted 01 March 2012 - 08:41 AM

Huh, didn't even notice that bolts hadn't been casting while chasing since they never have SP in OD.... and the only other place I go is sonic claw only.


That said so far she is just running up and smacking mobs better, pretty much the same way Mir did, not jerky anymore. EDIT: well not as bad anyways.


Azzy can you sticky the HomunS findings thread please? We have already found some things Irowiki has wrong, as well as confirmed bloodlust working with Sonic Claw.

Edited by meoryou2, 01 March 2012 - 08:45 AM.

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#4 meoryou2

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Posted 01 March 2012 - 09:34 AM

Homunculus is still rarely running off screen and getting stuck. Don't know if it is what caused it this last time I saw it but after changing agrodist to 9 ( from 10 ) the latest time I saw her run off screen she teled back to me.
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#5 meoryou2

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Posted 01 March 2012 - 10:28 AM

Azzy, the AI has started freezing up again :(

My homunculus ran off screen AND / OR the AI froze and it died multiple times in the last hour or so. It never seems to do it when I am watching though so can't tell you exactly what is going on, I only saw the run offscreen once :D
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#6 DrAzzy

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Posted 01 March 2012 - 11:21 AM

Hmm, need to investigate. We need to know if it's freezing or running off screen. Also, are you posbugged? If you're posbugged, it WILL run off screen, and there's no way to prevent that without resulting in it being unable to kill things on the edges of the screen.

I'm running in OD2, and will see if anything goes wrong


Also, per changelog, AggroDist no longer does anything, you need to use the two values in H_Extra for stationary and moving aggro dist.

Edited by DrAzzy, 01 March 2012 - 11:27 AM.

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#7 Cubical

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Posted 01 March 2012 - 01:10 PM

When my Homunculus runs off screen she teleports right ontop of my Genetic and resumes her normal AI. And btw Azzy,

* Fixed issue with SP being counted incorrectly when using skill levels other than max level


Thx for fixing this, its working great atm.

No problems on my end yet.
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#8 meoryou2

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Posted 01 March 2012 - 01:18 PM

Hmm, need to investigate. We need to know if it's freezing or running off screen. Also, are you posbugged? If you're posbugged, it WILL run off screen, and there's no way to prevent that without resulting in it being unable to kill things on the edges of the screen.

I'm running in OD2, and will see if anything goes wrong


Also, per changelog, AggroDist no longer does anything, you need to use the two values in H_Extra for stationary and moving aggro dist.


No, not position bugged. And from talking to my neighbor down there she says the AI just freezes and sits there until the homunculus is dead or I recall it if it is off screen and not teleing back - when offscreen and not teleing back it does get recalled ( not ressurected ) with full SP. She said it seems to have to do with orc archers being just barely in range to hit the homunculus almost every time it freezes.

EDIT: currently running with Mir in OD until I get time later to really watch and see what exactly it is doing. Mir has had no problems ( other than no sonic claw ) for the last few hours now.

Edited by meoryou2, 01 March 2012 - 01:21 PM.

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#9 Cubical

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Posted 01 March 2012 - 04:39 PM

I noticed that too with other builds from AzzyAI that if the Orc archer is off screen even just slightly it causes problems for the AI. The primary issue with it is Orc archers inability to move from a static position closer to the middle of the screen. I think this causes the AI to try to get to the Orc archer but has trouble if the Genetic/homunculus is under attack by other things or if theres geometry in the way like a log/trees/walls, which causes it to 'loop'. Poor thing cant get to a monster its programmed to kill. I've noticed this behavior several times in the past few weeks.

My remedy was to manually move the homunculus to the other side of the screen to 'push' the orc archer closer to my Genetic. This gets him well inside of the AIs 'boundires' so the homunculus kills it as normal.

Edited by Cubical, 01 March 2012 - 04:42 PM.

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#10 DrAzzy

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Posted 01 March 2012 - 04:47 PM

The improved boundary detection in dev 13 should have fixed the issue with orc archers on the edge of the screen; set FollowStayBack appropriately (ie, don't change the default value) and it will be able to reach an orc archer on the edge of your screen, without going closer than 2 cells to the dead-zone.

Cubical, I cannot reproduce your findings of the homunculus going back on screen if it runs off - It seems like there's a dead zone, in which you can't command the homun, but it isn't far enough to get teleported back to you.

Edit - just saw it happen to me - and it teleported back properly. I'll need to keep an eye on this, see how it ran off screen.

meoryou2 - I need a traceai from the freeze. I've got my AI running on 2 accounts and am not seeing the freeze - so there's something different about our configs or homuns. I should be able to get it fixed in short order with a trace.

Edited by DrAzzy, 01 March 2012 - 05:12 PM.

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#11 meoryou2

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Posted 01 March 2012 - 05:30 PM

Not 100% sure if I caught it but I started a trace when she ran off screen till just after she respawned on me. She was chasing a zenorc right near the screen edge BTW. This is with 100% default Dev 13:

2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 24ÃÊ GetEnemyList with aggro -2
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 24ÃÊ SelectEnemy returning target 0
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 24ÃÊ OnCHASE_ST
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 24ÃÊ Attack Sight - skill:0level: 0 Range:1
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 24ÃÊ Begin autoskill while chasing routine
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 24ÃÊ Attack Sight - skill:0level: 0 Range:1
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 24ÃÊ CHASE_ST -> CHASE_ST : Destination not changed 56,92mypos 56,91
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 24ÃÊ GetEnemyList with aggro -2
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 24ÃÊ SelectEnemy returning target 0
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 24ÃÊ OnCHASE_ST
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 24ÃÊ Attack Sight - skill:0level: 0 Range:1
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 24ÃÊ CHASE_ST -> ATTACK_ST : ENEMY_INATTACKSIGHT_IN
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 24ÃÊ OnATTACK_ST
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 24ÃÊ Attack Sight - skill:0level: 0 Range:1
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 24ÃÊ GetEnemyList with aggro 2
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 24ÃÊ SelectEnemy returning target 0
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 24ÃÊ Begin autoskill routine
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 24ÃÊ skilltype 0 MySkillUsedCount 0 tact_skill 100 tact_skillclass-1v0 8013 5
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 24ÃÊ skill selected 0
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 24ÃÊ skilltype 1 MySkillUsedCount 0 tact_skill 100 tact_skillclass-1v1 8028 5
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 24ÃÊ -10
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 24ÃÊ skill selected 0
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 24ÃÊ Normal attack vs: 58695
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 25ÃÊ GetEnemyList with aggro -2
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 25ÃÊ SelectEnemy returning target 0
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 25ÃÊ OnATTACK_ST
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 25ÃÊ Attack Sight - skill:0level: 0 Range:1
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 25ÃÊ GetEnemyList with aggro 2
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 25ÃÊ SelectEnemy returning target 0
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 25ÃÊ Begin autoskill routine
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 25ÃÊ skilltype 0 MySkillUsedCount 0 tact_skill 100 tact_skillclass-1v0 8013 5
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 25ÃÊ skill selected 0
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 25ÃÊ skilltype 1 MySkillUsedCount 0 tact_skill 100 tact_skillclass-1v1 8028 5
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 25ÃÊ -10
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 25ÃÊ skill selected 0
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 25ÃÊ Normal attack vs: 58695
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 25ÃÊ GetEnemyList with aggro -2
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 25ÃÊ SelectEnemy returning target 0
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 25ÃÊ OnATTACK_ST
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 25ÃÊ Attack Sight - skill:0level: 0 Range:1
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 25ÃÊ GetEnemyList with aggro 2
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 25ÃÊ SelectEnemy returning target 0
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 25ÃÊ Begin autoskill routine
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 25ÃÊ skilltype 0 MySkillUsedCount 0 tact_skill 100 tact_skillclass-1v0 8013 5
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 25ÃÊ skill selected 0
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 25ÃÊ skilltype 1 MySkillUsedCount 0 tact_skill 100 tact_skillclass-1v1 8028 5
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 25ÃÊ -10
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 25ÃÊ skill selected 0
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 25ÃÊ Normal attack vs: 58695
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 26ÃÊ GetEnemyList with aggro -2
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 26ÃÊ SelectEnemy returning target 0
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 26ÃÊ OnATTACK_ST
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 26ÃÊ Attack Sight - skill:0level: 0 Range:1
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 26ÃÊ GetEnemyList with aggro 2
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 26ÃÊ SelectEnemy returning target 0
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 26ÃÊ Begin autoskill routine
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 26ÃÊ skilltype 0 MySkillUsedCount 0 tact_skill 100 tact_skillclass-1v0 8013 5
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 26ÃÊ skill selected 0
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 26ÃÊ skilltype 1 MySkillUsedCount 0 tact_skill 100 tact_skillclass-1v1 8028 5
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 26ÃÊ -10
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 26ÃÊ skill selected 0
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 26ÃÊ Normal attack vs: 58695
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 26ÃÊ GetEnemyList with aggro -2
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 26ÃÊ SelectEnemy returning target 0
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 26ÃÊ OnATTACK_ST
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 26ÃÊ Attack Sight - skill:0level: 0 Range:1
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 26ÃÊ GetEnemyList with aggro 2
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 26ÃÊ SelectEnemy returning target 0
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 26ÃÊ Begin autoskill routine
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 26ÃÊ skilltype 0 MySkillUsedCount 0 tact_skill 100 tact_skillclass-1v0 8013 5
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 26ÃÊ skill selected 0
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 26ÃÊ skilltype 1 MySkillUsedCount 0 tact_skill 100 tact_skillclass-1v1 8028 5
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 26ÃÊ -10
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 26ÃÊ skill selected 0
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 26ÃÊ Normal attack vs: 58695
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 27ÃÊ GetEnemyList with aggro -2
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 27ÃÊ SelectEnemy returning target 0
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 27ÃÊ OnATTACK_ST
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 27ÃÊ Attack Sight - skill:0level: 0 Range:1
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 27ÃÊ GetEnemyList with aggro 2
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 27ÃÊ SelectEnemy returning target 0
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 27ÃÊ Begin autoskill routine
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 27ÃÊ skilltype 0 MySkillUsedCount 0 tact_skill 100 tact_skillclass-1v0 8013 5
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 27ÃÊ skill selected 0
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 27ÃÊ skilltype 1 MySkillUsedCount 0 tact_skill 100 tact_skillclass-1v1 8028 5
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 27ÃÊ -10
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 27ÃÊ skill selected 0
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 27ÃÊ Normal attack vs: 58695
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 27ÃÊ GetEnemyList with aggro -2
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 27ÃÊ SelectEnemy returning target 0
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 27ÃÊ OnATTACK_ST
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 27ÃÊ Attack Sight - skill:0level: 0 Range:1
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 27ÃÊ GetEnemyList with aggro 2
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 27ÃÊ SelectEnemy returning target 0
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 27ÃÊ Begin autoskill routine
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 27ÃÊ skilltype 0 MySkillUsedCount 0 tact_skill 100 tact_skillclass-1v0 8013 5
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 27ÃÊ skill selected 0
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 27ÃÊ skilltype 1 MySkillUsedCount 0 tact_skill 100 tact_skillclass-1v1 8028 5
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 27ÃÊ -10
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 27ÃÊ skill selected 0
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 27ÃÊ Normal attack vs: 58695
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 28ÃÊ GetEnemyList with aggro -2
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 28ÃÊ SelectEnemy returning target 0
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 28ÃÊ OnATTACK_ST
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 28ÃÊ Attack Sight - skill:0level: 0 Range:1
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 28ÃÊ GetEnemyList with aggro 2
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 28ÃÊ SelectEnemy returning target 0
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 28ÃÊ Begin autoskill routine
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 28ÃÊ skilltype 0 MySkillUsedCount 0 tact_skill 100 tact_skillclass-1v0 8013 5
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 28ÃÊ skill selected 0
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 28ÃÊ skilltype 1 MySkillUsedCount 0 tact_skill 100 tact_skillclass-1v1 8028 5
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 28ÃÊ -10
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 28ÃÊ skill selected 0
2012³â 3¿ù 1ÀÏ 19½Ã 24ºÐ 28ÃÊ Normal attack vs: 58695


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#12 Ludercrs

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Posted 01 March 2012 - 06:18 PM

i went AFK for an hour and when i came back I was dead but my homunculus window was still open (meaning it's still out) but it was nowhere to be found.

so it seems mine ran off-screen and never came back as well.
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#13 meoryou2

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Posted 01 March 2012 - 06:47 PM

same, just went to make a pizza while testing dev 13, gone for 20 mins... come back to dead genetic and full HP / SP homunculus upon recall.

This is after like 3-4 hours of using Mir without any problems.


OK, just after I posted had traceai running full time this is what happens when she runs off screen then gets teled back

2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 53ÃÊ Attack Sight - skill:0level: 0 Range:1
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 53ÃÊ Begin autoskill while chasing routine
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 53ÃÊ Using skill while chasing:8013
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 53ÃÊ doskill called skill:8013level:5target58738
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 53ÃÊ DoSkill: 8013 level:5 target:58738 mode:1 delay 3400
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 53ÃÊ Attack Sight - skill:0level: 0 Range:1
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 53ÃÊ CHASE_ST -> CHASE_ST : DESTCHANGED_IN 46,78mypos 49,86
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 53ÃÊ GetEnemyList with aggro -2
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 53ÃÊ SelectEnemy returning target 0
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 53ÃÊ OnCHASE_ST
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 53ÃÊ Attack Sight - skill:0level: 0 Range:1
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 53ÃÊ Not in range, and can't use chase skill
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 53ÃÊ Attack Sight - skill:0level: 0 Range:1
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 53ÃÊ CHASE_ST -> CHASE_ST : DESTCHANGED_IN 46,78mypos 49,86
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 53ÃÊ GetEnemyList with aggro -2
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 53ÃÊ SelectEnemy returning target 0
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 53ÃÊ OnCHASE_ST
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 53ÃÊ Attack Sight - skill:0level: 0 Range:1
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 53ÃÊ Not in range, and can't use chase skill
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 53ÃÊ Attack Sight - skill:0level: 0 Range:1
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 53ÃÊ CHASE_ST -> CHASE_ST : DESTCHANGED_IN 45,77mypos 48,85
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 53ÃÊ GetEnemyList with aggro -2
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 53ÃÊ SelectEnemy returning target 0
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 53ÃÊ OnCHASE_ST
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 53ÃÊ Attack Sight - skill:0level: 0 Range:1
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 53ÃÊ Not in range, and can't use chase skill
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 53ÃÊ Attack Sight - skill:0level: 0 Range:1
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 53ÃÊ CHASE_ST -> CHASE_ST : DESTCHANGED_IN 44,76mypos 47,84
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 53ÃÊ GetEnemyList with aggro -2
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 53ÃÊ SelectEnemy returning target 0
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 53ÃÊ OnCHASE_ST
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 53ÃÊ Attack Sight - skill:0level: 0 Range:1
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 53ÃÊ Not in range, and can't use chase skill
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 53ÃÊ Attack Sight - skill:0level: 0 Range:1
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 53ÃÊ CHASE_ST -> CHASE_ST : DESTCHANGED_IN 43,75mypos 45,82
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 53ÃÊ GetEnemyList with aggro -2
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 53ÃÊ SelectEnemy returning target 0
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 53ÃÊ OnCHASE_ST
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 53ÃÊ Attack Sight - skill:0level: 0 Range:1
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 53ÃÊ Not in range, and can't use chase skill
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 53ÃÊ Attack Sight - skill:0level: 0 Range:1
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 53ÃÊ CHASE_ST -> CHASE_ST : Destination not changed 43,75mypos 44,80
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 53ÃÊ GetEnemyList with aggro -2
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 53ÃÊ SelectEnemy returning target 0
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 53ÃÊ OnCHASE_ST
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 53ÃÊ Attack Sight - skill:0level: 0 Range:1
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 53ÃÊ Not in range, and can't use chase skill
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 53ÃÊ Attack Sight - skill:0level: 0 Range:1
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 53ÃÊ CHASE_ST -> CHASE_ST : DESTCHANGED_IN 42,75mypos 43,79
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 54ÃÊ GetEnemyList with aggro -2
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 54ÃÊ SelectEnemy returning target 0
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 54ÃÊ OnCHASE_ST
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 54ÃÊ CHASE_ST -> IDLE_ST : Enemy is taken
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 54ÃÊ OnIDLE_ST
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 54ÃÊ SelectEnemy returning target 0
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 54ÃÊ GetEnemyList with aggro 1
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 54ÃÊ SelectEnemy returning target 0
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 54ÃÊ GetEnemyList with aggro -1
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 54ÃÊ SelectEnemy returning target 0
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 54ÃÊ OnFOLLOW_ST - follow try count: 0
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 54ÃÊ FOLLOW_ST -> FOLLOW_ST
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 54ÃÊ IDLE_ST -> FOLLOW_ST
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 54ÃÊ CHASE_ST -> IDLE_ST : ENEMY_OUTSIGHT_IN
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 54ÃÊ GetEnemyList with aggro -2
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 54ÃÊ SelectEnemy returning target 0
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 54ÃÊ OnIDLE_ST
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 54ÃÊ SelectEnemy returning target 0
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 54ÃÊ GetEnemyList with aggro 1
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 54ÃÊ SelectEnemy returning target 0
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 54ÃÊ GetEnemyList with aggro -1
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 54ÃÊ SelectEnemy returning target 0
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 54ÃÊ OnFOLLOW_ST - follow try count: 0
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 54ÃÊ FOLLOW_ST -> FOLLOW_ST
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 54ÃÊ IDLE_ST -> FOLLOW_ST
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 54ÃÊ GetEnemyList with aggro -2
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 54ÃÊ SelectEnemy returning target 0
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 54ÃÊ OnFOLLOW_ST - follow try count: 0
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 54ÃÊ FOLLOW_ST -> FOLLOW_ST
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 54ÃÊ GetEnemyList with aggro -2
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 54ÃÊ SelectEnemy returning target 0
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 54ÃÊ OnFOLLOW_ST - follow try count: 0
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 54ÃÊ FOLLOW_ST -> FOLLOW_ST
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 54ÃÊ GetEnemyList with aggro -2
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 54ÃÊ SelectEnemy returning target 0
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 54ÃÊ OnFOLLOW_ST - follow try count: 0
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 54ÃÊ FOLLOW_ST -> FOLLOW_ST
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 54ÃÊ GetEnemyList with aggro -2
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 54ÃÊ SelectEnemy returning target 0
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 54ÃÊ OnFOLLOW_ST - follow try count: 0
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 54ÃÊ FOLLOW_ST -> FOLLOW_ST
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 54ÃÊ GetEnemyList with aggro -2
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 54ÃÊ SelectEnemy returning target 0
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 54ÃÊ OnFOLLOW_ST - follow try count: 0
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 54ÃÊ FOLLOW_ST -> IDLE_ST
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 55ÃÊ GetEnemyList with aggro -2
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 55ÃÊ SelectEnemy returning target 0
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 55ÃÊ OnIDLE_ST
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 55ÃÊ SelectEnemy returning target 0
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 55ÃÊ GetEnemyList with aggro 1
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 55ÃÊ SelectEnemy returning target 0
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 55ÃÊ GetEnemyList with aggro -1
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 55ÃÊ SelectEnemy returning target 0
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 55ÃÊ GetEnemyList with aggro -2
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 55ÃÊ SelectEnemy returning target 0
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 55ÃÊ OnIDLE_ST
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 55ÃÊ SelectEnemy returning target 0
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 55ÃÊ GetEnemyList with aggro 1
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 55ÃÊ SelectEnemy returning target 0
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 55ÃÊ GetEnemyList with aggro -1
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 55ÃÊ SelectEnemy returning target 0
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 55ÃÊ GetEnemyList with aggro -2
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 55ÃÊ SelectEnemy returning target 0
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 55ÃÊ OnIDLE_ST
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 55ÃÊ SelectEnemy returning target 0
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 55ÃÊ GetEnemyList with aggro 1
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 55ÃÊ SelectEnemy returning target 0
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 55ÃÊ GetEnemyList with aggro -1
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 55ÃÊ SelectEnemy returning target 0
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 55ÃÊ GetEnemyList with aggro -2
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 55ÃÊ SelectEnemy returning target 0
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 55ÃÊ OnIDLE_ST
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 55ÃÊ SelectEnemy returning target 0
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 55ÃÊ GetEnemyList with aggro 1
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 55ÃÊ SelectEnemy returning target 0
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 55ÃÊ GetEnemyList with aggro -1
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 55ÃÊ SelectEnemy returning target 0
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 55ÃÊ GetEnemyList with aggro -2
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 55ÃÊ SelectEnemy returning target 0
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 55ÃÊ OnIDLE_ST
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 55ÃÊ SelectEnemy returning target 0
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 55ÃÊ GetEnemyList with aggro 1
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 55ÃÊ SelectEnemy returning target 0
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 55ÃÊ GetEnemyList with aggro -1
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 55ÃÊ SelectEnemy returning target 0
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 55ÃÊ GetEnemyList with aggro -2
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 55ÃÊ SelectEnemy returning target 0
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 55ÃÊ OnIDLE_ST
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 55ÃÊ SelectEnemy returning target 0
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 55ÃÊ GetEnemyList with aggro 1
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 55ÃÊ SelectEnemy returning target 0
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 55ÃÊ GetEnemyList with aggro -1
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 55ÃÊ SelectEnemy returning target 0
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 55ÃÊ GetEnemyList with aggro -2
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 55ÃÊ SelectEnemy returning target 0
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 55ÃÊ OnIDLE_ST
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 55ÃÊ SelectEnemy returning target 0
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 55ÃÊ GetEnemyList with aggro 1
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 55ÃÊ SelectEnemy returning target 0
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 55ÃÊ GetEnemyList with aggro -1
2012³â 3¿ù 1ÀÏ 20½Ã 47ºÐ 55ÃÊ SelectEnemy returning target 0


Edited by meoryou2, 01 March 2012 - 06:52 PM.

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#14 Cubical

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Posted 01 March 2012 - 08:16 PM

Thats probably the same issue i've had in the past ^^^^^^^^^^^^^^

However i havent had any freezing issues all day. So i'm not really of any help here. Just moral support =3
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#15 DrAzzy

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Posted 01 March 2012 - 08:23 PM

Wait, are these freezes or cases where homun is running off screen?


Dev 13 doesn't have appropriate logging in it for off-screen issues, because I thought that issue had been solved. I'll have to include debugging for that in dev 14. I still don't understand how it happens to you. I'm up to 4 hrs on 2 homuns today with 1 incident of a run off screen and tele back.


Are you using dance attack? If so, that's probably the problem, as dev 13 is missing the range check for dance attack. (it turns off dance attack if that would have it move too close to the edge of the screen)

Edited by DrAzzy, 01 March 2012 - 08:26 PM.

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#16 meoryou2

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Posted 01 March 2012 - 08:57 PM

Wait, are these freezes or cases where homun is running off screen?


Dev 13 doesn't have appropriate logging in it for off-screen issues, because I thought that issue had been solved. I'll have to include debugging for that in dev 14. I still don't understand how it happens to you. I'm up to 4 hrs on 2 homuns today with 1 incident of a run off screen and tele back.


Are you using dance attack? If so, that's probably the problem, as dev 13 is missing the range check for dance attack. (it turns off dance attack if that would have it move too close to the edge of the screen)


I haven't seen the freeze myself, just the report from my neighbor at the time. I havent' seen what has been killing me.... it only seems to happen when I'm not looking at the screen. :D

I have seen her run offscreen quite a few times, but every time she does she gets teled back within a few seconds, not frozen off screen.


GAH: just as I was typing this she got stuck 4 cells outside of the max viewing radius of the client ( my view ) I took 4 cell steps towards her and she then came back..... unfortunately no trace this time :(

EDIT: no dance, I have 173 ASPD so no need for it to keep my SP lower than what it is already....

EDIT2: Well, she just ran off screen again.... started traceai for ~10-15 seconds and the output was completely empty.

Edited by meoryou2, 01 March 2012 - 09:08 PM.

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#17 DrAzzy

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Posted 01 March 2012 - 10:11 PM

I haven't seen the freeze myself, just the report from my neighbor at the time. I havent' seen what has been killing me.... it only seems to happen when I'm not looking at the screen. :D

I have seen her run offscreen quite a few times, but every time she does she gets teled back within a few seconds, not frozen off screen.


GAH: just as I was typing this she got stuck 4 cells outside of the max viewing radius of the client ( my view ) I took 4 cell steps towards her and she then came back..... unfortunately no trace this time :(

EDIT: no dance, I have 173 ASPD so no need for it to keep my SP lower than what it is already....

EDIT2: Well, she just ran off screen again.... started traceai for ~10-15 seconds and the output was completely empty.


Yeah, when it's stuck off screen, AI() does not get called (probably why you can't get it back on screen).

http://www.mediafire...ql8l3bbba344bgr

Replace your AI_Main.lua with this, and see if you can get a trace of it running off screen. That's now logging all the information used to make the decision about where to move.

Edit: Fixed file, had a typo in it.

Edited by DrAzzy, 01 March 2012 - 10:18 PM.

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#18 DrAzzy

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Posted 01 March 2012 - 11:53 PM

Just caught a BIG ONE. My AI did not select targets the way I thought it did, and I was hence only applying the changes to deal with archers to the case where the homun was below AggroHP. I'm amazed this lasted this long without more serious problems. I can now walk away in Ama2 without problems. Gotta try to get more people down there, get a bit of a spawn going.


Issue with dropped targets fixed for Dev 14 too. Issue was inappropriate incrementing of the chase give-up counter.


Also, please note that it has been reported that the GUI, in some situations, does not properly save changes to H_Extra. Please edit that file manually.

Edited by DrAzzy, 02 March 2012 - 12:53 AM.

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#19 Ludercrs

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Posted 02 March 2012 - 07:30 AM

this time my homunculus died offscreen somewhere... rezzed him back and he had full SP.
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#20 DrAzzy

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Posted 02 March 2012 - 08:04 AM

this time my homunculus died offscreen somewhere... rezzed him back and he had full SP.

Of course he had full SP, he was standing there off screen (and hence not controllable via the AI) until the weak monsters (I assume you're in OD2) finally ground him down to 0 hp.

If your AI is walking off screen, please try to get a trace of it as it walks off screen using the modified AI_main.lua: http://www.mediafire...ql8l3bbba344bgr (what I need is the last second or so before it walks off screen - which I realize is difficult to get, since it doesn't happen often, and traceai lags the client if you let the trace file gets too big, so you have to keep deleting the trace). This version of AI_main replaces the one in Dev13 - only difference is improved logging of chase movements.

I can't get it to walk off screen at all more often than once within several hours, though, and I really need a trace with the modified AI_main to in order to figure out what's causing it to go offscreen.

Edited by DrAzzy, 02 March 2012 - 08:12 AM.

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#21 big742003

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Posted 02 March 2012 - 08:19 AM

Should I skip 13 and wait for 14?
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#22 Ludercrs

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Posted 02 March 2012 - 08:35 AM

how do i enable logging once i have that file? or does it do it automatically.

EDIT: i changed spots to next to the portal and there's no1 else near me. he doesn't seem to go off-screen anymore. he would go offscreen when chasing after a mob who was chasing another homun or bio/genetic. or after a zenorc/fly chasing loot.

Edited by Ludercrs, 02 March 2012 - 09:15 AM.

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#23 meoryou2

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Posted 02 March 2012 - 09:34 AM

Here ya go azzy, in this case she did not get stuck off screen she teleported back to my cell ( like a merc when you walk to far away after it gets stuck )

HTTP://meoryou.us/ai/dev13_trace.txt
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#24 DrAzzy

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Posted 02 March 2012 - 10:54 AM

Boom, got it. Thanks for the trace, that laid bare the cause of the problem (and it has nothing to do with move bounds checking - was a sign error in my long move fix)


Meoryou2 (or others who experience the offscreen issue), try this version of AzzyUtil and confirm that it fixes the issue: http://www.filedropper.com/azzyutil


Should I skip 13 and wait for 14?

Uh, ya - the offscreen bug is a nasty one, and dev 14 will be ready for release (with a few responsiveness tweaks, and a fix for the really nasty archer-on-the-edges issue, as well as the offscreen fix) once meoryou2 or someone else who's pet runs off screen with stock dev13 can confirm that the offscreen issue is fixed.

Edited by DrAzzy, 02 March 2012 - 10:58 AM.

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#25 meoryou2

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Posted 02 March 2012 - 12:03 PM

Boom, got it. Thanks for the trace, that laid bare the cause of the problem (and it has nothing to do with move bounds checking - was a sign error in my long move fix)


Meoryou2 (or others who experience the offscreen issue), try this version of AzzyUtil and confirm that it fixes the issue: http://www.filedropper.com/azzyutil



Uh, ya - the offscreen bug is a nasty one, and dev 14 will be ready for release (with a few responsiveness tweaks, and a fix for the really nasty archer-on-the-edges issue, as well as the offscreen fix) once meoryou2 or someone else who's pet runs off screen with stock dev13 can confirm that the offscreen issue is fixed.


I'll test it out in an hour or so, I was just checking back before I have to make some food.
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