FollowBot and Multi Account Utilities for GWToolbox

07/08/2024 12:12 JimRaynerd#91
Quote:
Originally Posted by Simagol View Post
How do you make the autoinvite/auto accept work? I've been looking through toolbox but could not find anything
For the Invite the only thing i can imagine is doing it with the hotkey and trigger on outpost but no idea if thats it, is that what you mean?

Settings>Party settings>turn on:Tick is a toggle+ Automatically accept party invites when ticked

Hotkeys>Create toggle... hotkey > set toggle to tick.

Then either use broadcast software to toggle the tick or if you're like me and like not being efficient you can tick the boxes where the tick toggles when the window goes out of focus.
07/08/2024 14:50 apoguita#92
Quote:
Originally Posted by JimRaynerd View Post
Settings>Party settings>turn on:Tick is a toggle+ Automatically accept party invites when ticked

Hotkeys>Create toggle... hotkey > set toggle to tick.

Then either use broadcast software to toggle the tick or if you're like me and like not being efficient you can tick the boxes where the tick toggles when the window goes out of focus.

Easiest way 8 found of creating the party without doing too much is.. toggle tick party with party leader (the one that is always on focus.

Fire a " /invite leader" from each account , while you load it's presets and plugin, you can even set it as a trigger when loading, but that is not reliable.

Dialog take, performs a 3 second wait on whatever dialog you have with an npc.
Example. /Dialog take , talk with npc , auto accept it's dialog.

I will be making this kind of functionality , along with salvaging, titles, pcons, and everything that needs to be done in each separate account but i don't have a timeframe for it, it's kinda on priority if I have the time for next version.
07/08/2024 15:21 JimRaynerd#93
Doesn't /invite leader make one of the alt account the party leader thus messing up the following?

Do any of the commands still work? Tried all the commands /autoloot /autofollow ect and they don't work anymore. The main command is also /aihero instead of /heroai (as per the first post).

Do you know if there's a way to make your alts target allied npcs? You can't call allied npcs. Because the /dialog command is kinda useless since you have to manually target the npcs on each alt unless I'm missing something.
07/08/2024 16:11 apoguita#94
Quote:
Originally Posted by JimRaynerd View Post
Doesn't /invite leader make one of the alt account the party leader thus messing up the following?

Do any of the commands still work? Tried all the commands /autoloot /autofollow ect and they don't work anymore. The main command is also /aihero instead of /heroai (as per the first post).

Do you know if there's a way to make your alts target allied npcs? You can't call allied npcs. Because the /dialog command is kinda useless since you have to manually target the npcs on each alt unless I'm missing something.
Leader has to have a hero for that to work, same problem I have for making it work auto... I don't want to be having to configure who is the leader somewhere.

All commands work but they all changed to align to the same naming , use /aihelp to see all commands
07/08/2024 16:45 JimRaynerd#95
Alright makes sense.

I added a bunch of keybinds that work with TB by switching to all the windows since TB needs you to have the window in focus

I'm assuming you don't use your auto loot and targeting keybinds since the plugin does it?



Btw, the freezing still happens when lead is out of range.
07/08/2024 17:07 apoguita#96
Quote:
Originally Posted by JimRaynerd View Post
Alright makes sense.

I added a bunch of keybinds that work with TB by switching to all the windows since TB needs you to have the window in focus

I'm assuming you don't use your auto loot and targeting keybinds since the plugin does it?

Btw, the freezing still happens when lead is out of range.
Damn, there must.be something on GW part that screws up when out of range, I only do the very minimal before exiting the loop on distance... Will have to look more into that.

I don't use the loot keybind anymore.

I use the targeting function when lazy, just to spike, I have another call key that I use to select the best target, and I use the key if I want the "stay alert" function to fire.

I use the follow function quite often, where I know there's gonna be problems in pathing, I fire the follow key, and they follow just right. Also , if for some reason anything goes wrong I fire the key to immediately get them back. This is a feature that in going to add next to the bot, it's really useful.

Also use the direct keys , mostly for starting combat, you can enter with a powerful spike that way.

Just saw your keybinds script, nice!! I have routines with ahk to handle that but this seems easier, I will try them.

Edit: since you like to tweak stuff, try using healix GW launcher, it lets you rename your accounts on launch, also let you tile your windows , also can launch extra software along the account, I fire all hotkeynet, toolbox and ahk and other scripts that I use when opening main account.

Having all accounts on screen helps for not getting them left behind. Try having clean UI on all of them so you can detect problems with a glance.

Quote:
Originally Posted by JimRaynerd View Post
Would love to hear what people manage to clear and with which setups.
Just started testing 5 e-surge mesmerway, it is nasty af, so broken.

There's a bunch of casting issues with Mesmer (primarily for fast casting, haven't made checks for that), but it's so good that it's disgusting, everything gets shutdown and nullified.

Still need to make proper adjustments to make it work without dying, but shows a lot of promise
07/08/2024 20:35 JimRaynerd#97
I use gwlauncher. I ended up renaming all my windows using hotkeynet because gwlauncher didn't consistently rename my windows. I don't wanna run too many things to handle the keybind propagation so just sticking to hotkeynet+toolbox. You just get a slight delay with the TB binds because of the window swapping it has to do but it's for things like resigning/targeting the merchant and running to it, the /invite command and so on.

I have all 7 windows open of my alts on my 4k screen (makes each window rather small but no way around it) and my main account on a 2k monitor. That way I can keep track of things like inventory which I tend to keep open 24/7, quickly cast a spell manually, check and hand in quests and so on.

I was actually planning on making a follower 5mesmer team based on the hero HR team. I'm currently going through the snoozefest of bringing all 7 accounts, so 51 characters in total to kaineng so I can set up their max armor then I'll go back to the mesmer team.
07/09/2024 20:31 JimRaynerd#98
Some notes about flagging feeling a bit buggy:
-You can flag them away but they'll still start running at you, or mid combat they run in to loot stuff. Essentially the leader pos overrides the flag position and vice versa on a loop instead of having the flag position override the player position as long as the flag is up. I don't know what the code is like but having a check of:
If flag is up then follow leader=False

-The flag is persistent after zoning out and back in

It would be nice to look at the hero stickiness in combat. I brought this up in an earlier post, but the followers stick to you like glue no matter what making them unusable when the leader is melee, or if you if a melee follower they do no dps because they'll keep bouncing between you and targets. This would also make it so you can move in combat even when ranged without causing them all to interrupt their abilities by following you.


I've attached a gif showing the back and forth running between the flag and leader. I've tried toggling all settings on and off but it doesn't fix it. Ofc the only time they stop is if you turn of following but that's normal
07/10/2024 02:12 apoguita#99
Quote:
Originally Posted by JimRaynerd View Post
Some notes about flagging feeling a bit buggy:
-You can flag them away but they'll still start running at you, or mid combat they run in to loot stuff. Essentially the leader pos overrides the flag position and vice versa on a loop instead of having the flag position override the player position as long as the flag is up. I don't know what the code is like but having a check of:
If flag is up then follow leader=False

-The flag is persistent after zoning out and back in

It would be nice to look at the hero stickiness in combat. I brought this up in an earlier post, but the followers stick to you like glue no matter what making them unusable when the leader is melee, or if you if a melee follower they do no dps because they'll keep bouncing between you and targets. This would also make it so you can move in combat even when ranged without causing them all to interrupt their abilities by following you.


I've attached a gif showing the back and forth running between the flag and leader. I've tried toggling all settings on and off but it doesn't fix it. Ofc the only time they stop is if you turn of following but that's normal

the flagging works by completely rewriting the leader position, in fact they believe they are followig the leader.
if they are looting, they will loot until they pick the item, for now theres no checks on timeouts or a way of canceling, use the follow key from hotkeynet to keep forcing them to range.

had a bunch of text here explaining mechanics but decided to fix the scatter function instead.

Quote:
It would be nice to look at the hero stickiness in combat. I brought this up in an earlier post, but the followers stick to you like glue no matter what making them unusable when the leader is melee, or if you if a melee follower they do no dps because they'll keep bouncing between you and targets. This would also make it so you can move in combat even when ranged without causing them all to interrupt their abilities by following you.
in experimental options theres the Autonomy on Combat (leash XD), you can adjust that, theres two ranges, one for casters and one for melee.
you trade autonomy on fleeing combat though, but you can set all your followers leash upto radar Range (i think that plenty, but if you need more, let me know). with a decent leash, they can follow targets all combat field.

until i add the remote control planned for next version, this ranges have to be configured on each follower.

Quote:
-The flag is persistent after zoning out and back in
fixed!

Thank you for taking your time testing the plugin, i really appreciate it.

Removed a bunch of text becvause new version has some fixes.

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Version History
V5.13 (10/07/2024)
  • Fixed bug on Flagging when changing maps.
  • changed functionality of the follow function, added angle changes for aestethics.
  • completely reworked Scatter function, it will only function in combat to mantain appropriate distance (minimum range mandatory but they can over extend up to their autonomy value, melee chars are exempt of this function.

scatter function works and its not buggy, but i have in the works a much better solution, but again... its going to take me some time.

this version the UI looks different, im in the mid of reworking it but felt appropriate to adress bugs because its going to take me some time to develop the new changes tha ti have planned.
07/10/2024 12:13 JimRaynerd#100
Quote:
Originally Posted by apoguita View Post
the flagging works by completely rewriting the leader position, in fact they believe they are followig the leader.
if they are looting, they will loot until they pick the item, for now theres no checks on timeouts or a way of canceling, use the follow key from hotkeynet to keep forcing them to range.
I understand. It's just not working that way atm. You can check the gif, or test it out in a map and see how the followers will constantly run back and forth between the flag and leader.

There's a new small bug where when in town it will just spam the unflagging text in chat while in an outpost. And every time the leader or followers loot an item the loot toggle text appears in chat "HeroAI: Item selected".

Any chance to set the ranged autonomy to spellcast by default? Since we can't save settings yet.


Btw is there anything we can help with, other than testing the plugin?


I'm having some problems with looting, where some followers don't loot items while looting is toggled. They loot after some packs, but then after other packs they don't.
07/10/2024 15:52 apoguita#101
Quote:
Originally Posted by JimRaynerd View Post
I understand. It's just not working that way atm. You can check the gif, or test it out in a map and see how the followers will constantly run back and forth between the flag and leader.

There's a new small bug where when in town it will just spam the unflagging text in chat while in an outpost. And every time the leader or followers loot an item the loot toggle text appears in chat "HeroAI: Item selected".

Any chance to set the ranged autonomy to spellcast by default? Since we can't save settings yet.


Btw is there anything we can help with, other than testing the plugin?


I'm having some problems with looting, where some followers don't loot items while looting is toggled. They loot after some packs, but then after other packs they don't.

Try and test the new version, the scattering function had a lot of issues, that was why I had to te do the function., that rincludes the going back and fortth

Use your combat autonomy to prevent following in close range, you can set it up until radar range.

There's no checks that overlap eachother anymore, I'll look at the function tonight and see if I left something old.
Quote:
There's a new small bug where when in town it will just spam the unflagging text in chat while in an outpost. And every time the leader or followers loot an item the loot toggle text appears in chat "HeroAI: Item selected
Shit, left my debug messages on, I will fix them tonight if I can.

I was making attempts at looting timeout, must have made a mistake there, will fix it.... Does any one know a reliable way of knowing if an item was picked up without having to scan the entire agent array??

Quote:
Any chance to set the ranged autonomy to spellcast by default? Since we can't save settings yet.
Yes, can be set to spellcast, will make adjustments.

Quote:
Btw is there anything we can help with, other than testing the plugin?
If you want to contribute to the code, I can give you access, contact me on discord, same handle.

I can show you what I know so far but I'm no expert.
07/10/2024 17:22 JimRaynerd#102
Try and test the new version, the scattering function had a lot of issues, that was why I had to te do the function., that rincludes the going back and fortth [/QUOTE]

I got the update this morning and first thing I checked was the flag. the bouncing still occurs, I even toggled each option on and off, including scatter, and it's there. If you test it on your end does it also happen?

Quote:
Originally Posted by apoguita View Post
Use your combat autonomy to prevent following in close range, you can set it up until radar range.
Works pretty well, sometimes ranged will still walk to your location (when using a shadowstep skill) but I think it's because I need to increase the range.


Don't think I'll be of much help code wise, especially since it's not as simple as Autoit stuff :(
07/10/2024 17:30 apoguita#103
Quote:
Originally Posted by JimRaynerd View Post
Try and test the new version, the scattering function had a lot of issues, that was why I had to te do the function., that rincludes the going back and fortth
Quote:
I got the update this morning and first thing I checked was the flag. the bouncing still occurs, I even toggled each option on and off, including scatter, and it's there. If you test it on your end does it also happen?



Works pretty well, sometimes ranged will still walk to your location (when using a shadowstep skill) but I think it's because I need to increase the range.


Don't think I'll be of much help code wise, especially since it's not as simple as Autoit stuff :(
I did the changes late last night, couldn't test, I'm going with more time tonight, I must have left something old somewhere because the new functions are separate with separate ranges, will look into that .

btw, if you have dumb follow enabled, you will experience the yo-yo like behaviour since the function explicit tells it to interact with the leader.

dumb follow is a crude fix for a problem that i need to resolve, it will not stay there forever.

For the code, it's a complex project but each submodule is programmed separate, I'm trying to make it all modular and in separate libraries , apart from that the sub functions are like regular functions on autoit , the sintax changes because of languaguage.

I also program in English for cases like this, sharing the code is easier in English. I natively speak spanish.

I'm not sure how else you can contribute, testing the bot has been really well, thank you for that.

Maybe you can start helping by bugfixing already made functions?

Let's try it out, let's talk on discord when you have some time, I'll show you the code and how it's made and you can assess if you can help in that way.

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this example is the current follow and scatter funciton (pasted in color since its easier to understand) as you can see the logic is simple, im trying to get all functions to be as clean as that, all the data gathering is done in a separate process.

should be a matter of learning the basic c++ sintax (that isnt much different from autoit).
if you could be able to help with that i can focus on making more functionality so the project advance at a faster speed.

found the bug on the yo-yo behaviour, its in a completely unrelated module =/, ill make the necessary changes.

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Version History
V5.14 (10/07/2024)
  • fixed bug in Keepalive function, it was not reliable.
  • Added Timeout in Loot function
  • changed default Autonomy for Melee to Spellcast
  • All options will start enabled by default.

the loot timeout will check if the follower is aproaching the item, if its not (pathing far or stuck), a message will be displayed in chat, the loot function will deactivate and the follower will stop moving and resume function.

all 3 movement functions (loot, follow and scatter) will be revised later, i plan on using the native pathing functions the game uses but i need time to understand how they work, for the time being and if theres no more bugs, this functions will suffice.

the yo-yoing, was caused by the keepalive function, for a single frame every keepalive there were a chance that clients were regitering offline and causing that behaviour, the flag was turnedd off for a single frame causing followers to reel, and keep themselves in a loop

will be working on next features, remote control and utilities, it might take a few days to implement a decent solution.
07/11/2024 11:02 JimRaynerd#104
Updated to the new version few things I noticed after some testing:

-Without heroes, the flag all doesn't work. edit: tried again and it works. Gonna test it a few times to see what's up.
-yo-yoing while using the flagging still occurs if using the flag all (needs a hero to be in the party, as it doesn't work as stated above). Individual flags work just fine. edit:same as above, tested it again with different characters and it worked without the yoyoing.
-The loot disables itself much too easily and quickly even when an item can be reached. So you have to continually monitor the followers to see if their loot function got disabled or not. You can easily test it by dropping a bunch of loot on the ground and then toggling loot on a follower, after 1 item it turns off.

edit: so tried a bunch more with the flagging, it's still very hit and miss. Sometimes I can flag all sometimes I can't. With or without a hero.
The yoyoing seems to be connected with the all flag. I've noticed that when flag all works, there's no yoyoing. If it fails, then the yoyoing happens (needs you to have a hero to be able to place the flag).

The debugger is also not showing when a follower is all flagged, only when you use an individual flag will it says it's all flagged. The "is flagged" works well.
It also sets both to Yes on the leader, which is a bit weird. He does the flagging but is not flagged. Dropping an all flag turns both the Yes, dropping a single flag works.
07/11/2024 15:13 apoguita#105
Quote:
Originally Posted by JimRaynerd View Post
Updated to the new version few things I noticed after some testing:

-Without heroes, the flag all doesn't work. edit: tried again and it works. Gonna test it a few times to see what's up.
-yo-yoing while using the flagging still occurs if using the flag all (needs a hero to be in the party, as it doesn't work as stated above). Individual flags work just fine. edit:same as above, tested it again with different characters and it worked without the yoyoing.
-The loot disables itself much too easily and quickly even when an item can be reached. So you have to continually monitor the followers to see if their loot function got disabled or not. You can easily test it by dropping a bunch of loot on the ground and then toggling loot on a follower, after 1 item it turns off.

edit: so tried a bunch more with the flagging, it's still very hit and miss. Sometimes I can flag all sometimes I can't. With or without a hero.
The yoyoing seems to be connected with the all flag. I've noticed that when flag all works, there's no yoyoing. If it fails, then the yoyoing happens (needs you to have a hero to be able to place the flag).

The debugger is also not showing when a follower is all flagged, only when you use an individual flag will it says it's all flagged. The "is flagged" works well.
It also sets both to Yes on the leader, which is a bit weird. He does the flagging but is not flagged. Dropping an all flag turns both the Yes, dropping a single flag works.
As you can see in the code above neither the follow nor the scatter function has any code relating to anything different than tye actual target they are following, if its a flag, then it's a flag, if it's the hero the it's the hero, can't be both since the function doesn't address both, individual flags, work the same but with each coord in they slots.

If the flag is still not working most be something else not related , i cannot reproduce, need more data, I did tests with and without heroes and the flagging was correct, in and out of combat.

The all flag works by sending a flag signal on the leader (player 0) flag.

Then they take the position of the flag and construct a dummy agent to follow with all the data of the flag, the leader is not even checked after that, only the dummy agent.

Check if there's any flickering in the memory monitor.
Check if the leader position ever gets to be offline(it shouldn't, it's even exempted from keepalive checking) that's the only way the all flag could be dissapearing..

Keepalive counters will go back and forth, it's the "is online flag" the important part, that should never, ever flicker, if it does, then that's the problem.

The keepalive always has to be > 0 or the flag will be taken as offline and following to the regular player 0 will resume.

Try overriding the movement when the yoyoing happens,

If its because of the new keepalive function, it will be stuck, forever I the loop, you couldn't even override it because the keepaloves are done ever 200ms.

If you indeed can take control of your follower while yo-yo ing, then must be something else interfering . Need to know how to reproduce.

If you can give me more data to test, specific conditions apart from just using the flag, if aggro range takes part, if autonomy ranges are involved, if loot or other factor needs to be taken I to account .i will be testing thoroughly but I have reduced time this week, if I can test , will be the weekend.

The timeout on items happens after 2 seconds of issuing the loot command and the distance from the item has either not changed, or has increased, please try to identify the issue , the function will make comparisons against the item you're looting and with the nearest item in range (supposedly the same item since you're walking to it or should) when timeout fires, try and see if there is anything interfering , or try to give parameter for me to reproduce.

The functions work, now it's a matter of identifying the bugs, and they are not that easy to find anymore, will need more specific data to be able to reproduce with ease and attack issues directly without spending all night trying to make them happen.

It could be great, if you could take like a series of steps so I can follow and pin point the issues.

Something like.

Create a party with 1 hero(any class)
Go to great temple of balthazar.
Stand in x,y
Flag all in X1,y1
Flag hero in X2,y2
And reproduce.

Something like that would help me greatly identifying issues.
I can expose more debug data to make that process easier, just let me know what do you need.

I can either show data like it's happening now or draw lines to targets or on the ground, or do both. Or you tell me what's better for you and I'll make it happen.