AzzyAI 1.50 beta - 2/28 - Dev 17 posted, Eira fixes
#426
Posted 25 April 2013 - 10:05 PM
but i'll test it when I'm back
#427
Posted 26 April 2013 - 12:48 PM
Copy that.I just saw the post, I'll be away until saturday
but i'll test it when I'm back
I think i've found two possible holes in the logic around skill failure detection. I'll try to do a basic functionality check on the fixed version tonight then I can post that for you and Sapphic to pound on tomorrow. Tonight's a busy night, though, I've got a tournament to go to, so I may not have that posted until tomorrow.
I so wish the developers would just pick one way for skills to behave from the homun's perspective, but that appears to be too much to ask.
#428
Posted 26 April 2013 - 03:32 PM
I'm wondering why my Eira can't auto-cast Overboost.
I tried setting UseEiraOverdBoost to ASAP, but when I AFK in OD2, it never casts it even when it has enough SP.
I tried setting it to Berserk mode and let it go into Berserk but it still doesn't cast it. Idle and the other options do the same.
I do have Overboost lv5. hmm
Edited by michaeleeli, 26 April 2013 - 04:06 PM.
#429
Posted 26 April 2013 - 07:19 PM
Setting UseEiraOveredBoost to ASAP or IDLE definitely should work. Are you using the latest version (the RC a few pages back)?
There were some problems with certain buff settings not being saved by the config program that were only caught recently.
#430
Posted 27 April 2013 - 12:33 AM
#431
Posted 27 April 2013 - 02:35 AM
* Corrected issue where sniping would not respect TACT_SKILLCLASS when using less common skill class tactics.
* Tightened code involved in skill failure detection to hopefully do a better job of dealing with the inconsistent responses of the server and/or API part 2
* Corrected issue where AutoMobMode would effect sniping behavior
* Fixed loading of AutoMobCount in config tool
I added some logging to mobcounting too - if you have mob-counting issues, turn on mobcount logging and send me AAI_MOBCOUNT after reproducing the problem. Enable it by adding the line
LogEnable["AAI_MOBCOUNT"]=1to H_Extra
http://www.drazzy.co...Final%20RC6.zip
Edited by DrAzzy, 27 April 2013 - 02:36 AM.
#432
Posted 27 April 2013 - 01:07 PM
#433
Posted 27 April 2013 - 04:12 PM
As i said, I was never able to reproduce the issue AutoMobMode set to passive counting aggro monsters
#434
Posted 27 April 2013 - 04:25 PM
Gah I was leveling like 1.5 levels per night but today someone just stood right next to me so I gained only 50% exp -.- grrrrrrr
I'm still not sure if I should enable Overboost while afk'ing, it certainly helps but... I went amstir base so my 1173 SP is crap, allows me to do xeno slasher every ~15sec or so.
Edited by michaeleeli, 27 April 2013 - 04:26 PM.
#435
Posted 27 April 2013 - 07:05 PM
Not sure whether OB justifies the SP cost.
Edited by DrAzzy, 27 April 2013 - 07:06 PM.
#436
Posted 28 April 2013 - 11:19 AM
OB is good when your Eira can't Xeno cause the skels die quick and the Zens move around way too much. So I would say currently with so many people in OD2, it'd be good to have on. If you were alone in your spot with mobs of stuff running around, then I'd say turn it off. Xeno is cool and all, but the fact that it's a ground target is horrible.
#437
Posted 29 April 2013 - 06:40 PM
#438
Posted 29 April 2013 - 06:52 PM
AI lagging the client usually happens because it's logging tons of errors.
#439
Posted 29 April 2013 - 10:46 PM
Also for some reason sometimes the mercenary likes to rapidly hug the left wall area lol.
Edited by Sapphic, 30 April 2013 - 12:04 AM.
#440
Posted 30 April 2013 - 07:02 AM
I suspect that the log is filling up with one or two errors repeated a millions of times.
#441
Posted 30 April 2013 - 04:41 PM
04/30/13 15:35:19 H0 GetSkillInfo(): No skill info type 4 found for this skill No Skill (0) level 0 called by
04/30/13 15:35:19 H0 GetSkillInfo(): No skill info type 5 found for this skill No Skill (0) level 0 called by
04/30/13 15:35:19 M0 GetSkillInfo(): No skill info type 4 found for this skill No Skill (0) level 0 called by
04/30/13 15:35:19 M0 GetSkillInfo(): No skill info type 5 found for this skill No Skill (0) level 0 called by
04/30/13 15:35:19 H0 GetSkillInfo(): No skill info type 4 found for this skill No Skill (0) level 0 called by
04/30/13 15:35:19 H0 GetSkillInfo(): No skill info type 5 found for this skill No Skill (0) level 0 called by
04/30/13 15:35:19 M0 GetSkillInfo(): No skill info type 4 found for this skill No Skill (0) level 0 called by
etc etc
#442
Posted 30 April 2013 - 11:37 PM
God forbid they give us a way to get the call stack!
The bastards have blocked all the debug functions. I would seriously kill a man for a way to get the call stack so I could see which of the hundreds of places I call GetSkillInfo() this error is coming from. I've already spent hours on the skill info 4/5 errors, I have no idea which function is calling this, because it;s like, the most commonly called function in all of AzzyAI....
And there's no way to figure out what function called it with invalid arguments.
Edited by DrAzzy, 30 April 2013 - 11:38 PM.
#443
Posted 30 April 2013 - 11:39 PM
Uh wow okay I have dance attack off and I'm still getting the errors. My homu is just standing there cause the spawn is dead. I have no idea what's erroring it.
I keep having to delete the AAI_error file lmao it gets to several mb pretty quick.
Edited by Sapphic, 02 May 2013 - 03:26 PM.
#444
Posted 02 May 2013 - 05:11 PM
http://www.mediafire...97zef6c64bdlxtl
Main highlights are:
- Removed the short hand (some short hand names were not even starting with the same letter as full name alphabetically)
- Added More recent MvPs (most BB monsters left over seem to be Queen Scaraba who was not on the list)
- Sorted by Levels instead of Aphabetical to make future updates and missing entries easyer (Level 160 and 175 updates will be easy to add on the end instead of finding the alphabetical place)
- More dangerous mobs
- Find out if Pet ID's are the same as Monster ID's, I think a Arch Bishop Quest Valkyrie was disconnecting me in the Eden group but I'll test with an Incubus Pet on my other account
- Add Pet Section for people to Comment In/Out if necessary
- Double Check Ordering Level > Alphabetical
Now to do all of this I needed to set up tactics and I was always under the impression that the Homunculus could feed Monster ID Data directly to the Merc while the game was running thereby enabling it to use tactics so I set it up like this:
- Homunculus to Ignore the Flora (ID 1575)
- Merc to kill the Flora (Easy Target full Job EXP) (Detect Plants off)
- Homunculus Default Tactics on Savage / Beetle King (no need for specifics, works fine)
- Merc set to Ignore Savage / Beetle King but also to Rescue Owner's Homunculus (Didn't Work)
- Merc set to React Low Savage / Beetle King but also to Rescue Owner's Homunculus (Didn't Work)
EDIT: I was reading the above posts and I checked the file size of my AAI_ERROR file and its 700mb big, holy cow. I'm not sure if you remember but I deleted this file very recently because it was too big and now its this big again My computer almost crashed opening this thing and I have a i7-3770K overclocked to 4.6ghz per core with Hyper threading enabled and 16gb of Ram D: I've mostly been running RC4 of the AI this week up until 10 minutes ago, I'll delete and see how fast it accumulates again
EDIT2: Yeah, that 700mb AAI_ERROR never opened, had to close the not responding program D:
EDIT3: seemed quite prudent to start reading up about MobID file creation just in case you gave me the bad news, and all I can find in the documentation is "see the separate documentation on how to make a MobID file" and umm.. well I don't think I can find this extra documentation about it. there isnt a commented out line in the Mob_ID.lua nor is there anything else in the folder that looks like any info on the process
EDIT4: set my Mercs Default tactics to Ignore all mobs but to also Rescue Owner's Homunculus and I basically got the effect I wanted on Savages and Beetle Kings but I did notice something odd, When Vani used Caprice on a Savage and got Cold Bolt, Fire Bolt or Lightning Bolt the Merc would join in and they would both be attacking, all good.
BUT when Caprice was Earth Spike and therefore missing the Merc would start shooting because she obviously can't tell that the spell missed and then the weird thing is the Homunculus would then completely disengage from combat leaving the Merc completely on its own like it had realized it was kill stealing from another player. So the diffrence between the two situations is that the Merc landed the first attack that actually hit the monster instead of missing, this same things happens if the first attack of the homunculus is the 5% chance it has to miss
Why does it do that? I thought the option AssumeHomun when set to true was the option that you created to make them work together (both the Homunculus and Merc are set to this), Am I doing something wrong or is this a bug? If i'm doing something wrong then I think the defaults might be a little off as current documentation says "Mercenary and homunculus automatically friended if both out at once" but like I say the Homunculus doesn't seem to care much for my Mercs well being by default
EDIT5: started a new AAI_ERROR its almost 1mb big and i've only had it running for 6 minutes or so to try and get my Merc doing what I wanted in the above edits, file size is snowballing fast. The entire thing is repeats of the below example, is there anything I can do to help?
05/03/13 03:37:40 H0 GetSkillInfo(): No skill info type 4 found for this skill No Skill (0) level 0 called by
05/03/13 03:37:40 H0 GetSkillInfo(): No skill info type 5 found for this skill No Skill (0) level 0 called by
05/03/13 03:37:40 M0 GetSkillInfo(): No skill info type 4 found for this skill No Skill (0) level 0 called by
05/03/13 03:37:40 M0 GetSkillInfo(): No skill info type 5 found for this skill No Skill (0) level 0 called by
05/03/13 03:37:40 H0 GetSkillInfo(): No skill info type 4 found for this skill No Skill (0) level 0 called by
05/03/13 03:37:40 H0 GetSkillInfo(): No skill info type 5 found for this skill No Skill (0) level 0 called by
05/03/13 03:37:40 M0 GetSkillInfo(): No skill info type 4 found for this skill No Skill (0) level 0 called by
05/03/13 03:37:40 M0 GetSkillInfo(): No skill info type 5 found for this skill No Skill (0) level 0 called by
05/03/13 03:37:40 H1 GetSkillInfo(): No skill info type 4 found for this skill No Skill (0) level 0 called by
05/03/13 03:37:40 H1 GetSkillInfo(): No skill info type 5 found for this skill No Skill (0) level 0 called by
05/03/13 03:37:40 M1 GetSkillInfo(): No skill info type 4 found for this skill No Skill (0) level 0 called by
05/03/13 03:37:40 M1 GetSkillInfo(): No skill info type 5 found for this skill No Skill (0) level 0 called by
05/03/13 03:37:40 H1 GetSkillInfo(): No skill info type 4 found for this skill No Skill (0) level 0 called by
05/03/13 03:37:40 H1 GetSkillInfo(): No skill info type 5 found for this skill No Skill (0) level 0 called by
05/03/13 03:37:40 M1 GetSkillInfo(): No skill info type 4 found for this skill No Skill (0) level 0 called by
05/03/13 03:37:40 M1 GetSkillInfo(): No skill info type 5 found for this skill No Skill (0) level 0 called by
05/03/13 03:37:40 H1 GetSkillInfo(): No skill info type 4 found for this skill No Skill (0) level 0 called by
05/03/13 03:37:40 H1 GetSkillInfo(): No skill info type 5 found for this skill No Skill (0) level 0 called by
05/03/13 03:37:40 M1 GetSkillInfo(): No skill info type 4 found for this skill No Skill (0) level 0 called by
05/03/13 03:37:40 M1 GetSkillInfo(): No skill info type 5 found for this skill No Skill (0) level 0 called by
05/03/13 03:37:41 H1 GetSkillInfo(): No skill info type 4 found for this skill No Skill (0) level 0 called by
05/03/13 03:37:41 H1 GetSkillInfo(): No skill info type 5 found for this skill No Skill (0) level 0 called by
Edited by deanoreadman3, 02 May 2013 - 06:02 PM.
#445
Posted 03 May 2013 - 06:28 AM
http://www.fileswap.com/dl/w7krp4IZdN/
Replace RC6 AI_Main.lua with that one. I encourage all users to make this fix - Sapphic, you too, since the flood of spam from this bug is likely hiding any extra spam that's coming out in dance mode.
With AssumeHomun true, the homun and merc absolutely should be helping eachother.... are the ID's being saved in the USER_AI/data folder? There should be an M_(your acc number).txt and H_(your acc number).txt for an acct that you've used merc and homun on.
Thanks for the updated avoidlist :-)
AzzyAI does not have a way for the homun to provide mobid info to merc in real time - the only way to pass data between merc and homun is via files, and constantly updating a file could cause performance problems (as noted above with log files).
Edited by DrAzzy, 03 May 2013 - 06:32 AM.
#446
Posted 03 May 2013 - 07:27 AM
Okay, I think I've fixed the logging issue - I had some statements that were only valid in certain circumstances on the wrong side of the conditional. Since it makes debugging anything else hopeless because of the debug spam, here's a fix (I'm at work so I can't upload to drazzy.com)
http://www.fileswap.com/dl/w7krp4IZdN/
Replace RC6 AI_Main.lua with that one. I encourage all users to make this fix - Sapphic, you too, since the flood of spam from this bug is likely hiding any extra spam that's coming out in dance mode.
Installed this, Nuked old Error files and giving it a try after posting
With AssumeHomun true, the homun and merc absolutely should be helping eachother.... are the ID's being saved in the USER_AI/data folder? There should be an M_(your acc number).txt and H_(your acc number).txt for an acct that you've used merc and homun on.
yeah, they are there. I'll make a video of the behavior as I have a 1 in 4 chance of getting Earth Spike so it isnt a difficult task
Thanks for the updated avoidlist :-)
You are welcome, sick of that Queen Scaraba jumping me, I was quite disapointed that 99% of the people that are DB'ing and BB'ing me are actually Genetics who seem to have a sentimental value for a particular spot and are willing to kill people for it rather than share. I think this is a side effect of Genetics becoming the all round best MvPer now that they can take ghosts and only one server for all of us!
AzzyAI does not have a way for the homun to provide mobid info to merc in real time - the only way to pass data between merc and homun is via files, and constantly updating a file could cause performance problems (as noted above with log files).
I didn't actually notice any performance problems while it was writting the AAI_Error file, only when I tried to open it later I'd love to try testing constantly updating a file to test the impact on my PC. Let me at it! I still honestly cannot find a way to turn on Mob_ID writing in any form
Edit 1: Slight revelation, what matters is not if Caprice hits or not, its if the monster reaches and attacks the Homunculus in melee before the merc takes a shot at the monster.
Example: Caprise used and hits, Monster and Homunculus start moving towards each other if they meet before the merc shot lands the Homunculus and Merc both attack the monster and all if well but If the Merc gets a shot off before the Monster and Homunculus colide in melee the Homunculus completely disregards that monster (kill stealing rules?) no longer moves towards that target and goes after anything else on screen.
Here is the video, showing behavior. Note this could still be me doing something stupid here
http://youtu.be/S-GBV0pntZw
Edited by deanoreadman3, 03 May 2013 - 07:53 AM.
#447
Posted 03 May 2013 - 07:53 AM
MobID[actorid]=monster type ID
I think the test AI did something like
for i,v in ipairs(GetActors()) do
if v > MagicNumber and v < MagicNumber2 then
MobID[v]=GetV(V_HOMUNTYPE,v)
end
end
And then when you used standby command, I had it open a file, loop through MobID and write it out.
Whenever you generated one of these, it always required manual tweaking to fill in the gaps (from monsters you hadn't seen). It was a real hackjob, it was a lot of work, and I kinda gave up on the whole idea after I discovered I wouldn't be able to generate the lists automatically.
I need to get 1.50 out the door before anything can happen to improve MobID support. 1.50 has been in dev versions for over a year now. It needs to be released.
If AssumeHomun isn't working, that is something that needs to be fixed before releasing 1.50.
The other blocking issue is that DanceAttack now lags the client.
And I need to find the ID of the shinobi created by that ninja skill so the homun can ignore them by default.
Regarding the merc-homun autofriending issue, can you get a traceai of the issue?
I'm specifically looking for the traceai log message saved after the merc/homun starts moving to the monster, but then drops it because of KS protection - it'll start with "CHASE_ST -> IDLE_ST : Enemy is taken "
Edited by DrAzzy, 03 May 2013 - 07:57 AM.
#448
Posted 03 May 2013 - 07:55 AM
I have Identified the problem, the Merc is Hard Friended to the Homunculus Correctly (as seen in soon to be made video) can't even manually break the friendship between them
But Homunculus on the other hand needs to be manually friended to the Merc upon logging in
Edited by deanoreadman3, 03 May 2013 - 08:12 AM.
#449
Posted 03 May 2013 - 07:58 AM
#450
Posted 03 May 2013 - 07:58 AM
Here is the video showing that Merc is hard friended to the Homunculus and you cannot even unfriend them, but the Homunculus needs to be friended to the Merc manually. Ignore the bit where I fail and the savage runs under my cursor and I need to Fly Wing
http://youtu.be/o9yDJttUdtQ
Here is your Trace AI http://www.mediafire...3431ec9ag3o5mux
One last thing is it possible to reverse and use a little of this behavior can the AI of the Merc be instructed to not attack until the Homunculus or Owner is reached in melee combat? The fact that it starts attacking when Caprise is cast no matter the outcome is very good on a map where the Merc can handle itself sure, but when its a weak Merc or a Merc brought to level 100+ combat if it attacks before the monster is in Melee with *insert tank here* there is a high chance it will die.
Now it may sound a little useless but I actually think the Level 9 and 10 bow Merc are still really good extra DPS on anything they have enough hit for, especially the one with Double Strafe and they do have alot of hit...
Edited by deanoreadman3, 03 May 2013 - 08:12 AM.
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