5.1 not 5.5. At least in windows, 5.5 will not work supposedly, not sure about Linux. I would try 5.1 as the guide says.
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it didnt work on 5.1 either
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Latest repo pull has a 'incomlpete' load_bots.sql. Once created, you can alter the following table to look as follows/use the following to modify create statement in load_bots.sql.
CREATE TABLE `botbuffs` ( `BotBuffId` int(10) unsigned NOT NULL AUTO_INCREMENT, `BotId` int(10) unsigned NOT NULL DEFAULT '0', `SpellId` int(10) unsigned NOT NULL DEFAULT '0', `CasterLevel` int(10) unsigned NOT NULL DEFAULT '0', `DurationFormula` int(10) unsigned NOT NULL DEFAULT '0', `TicsRemaining` int(11) unsigned NOT NULL DEFAULT '0', `PoisonCounters` int(11) unsigned NOT NULL DEFAULT '0', `DiseaseCounters` int(11) unsigned NOT NULL DEFAULT '0', `CurseCounters` int(11) unsigned NOT NULL DEFAULT '0', `CorruptionCounters` int(11) unsigned NOT NULL DEFAULT '0', `HitCount` int(10) unsigned NOT NULL DEFAULT '0', `MeleeRune` int(10) unsigned NOT NULL DEFAULT '0', `MagicRune` int(10) unsigned NOT NULL DEFAULT '0', `Dot_Rune` int(10) unsigned NOT NULL DEFAULT '0', `DeathSaveSuccessChance` int(10) unsigned NOT NULL DEFAULT '0', `CasterAARank` int(10) unsigned NOT NULL DEFAULT '0', `caston_x` int(10) NOT NULL DEFAULT '0', `Persistent` tinyint(1) NOT NULL DEFAULT '0', `caston_y` int(10) NOT NULL DEFAULT '0', `caston_z` int(10) NOT NULL DEFAULT '0', `ExtraDIChance` int(10) NOT NULL DEFAULT '0', PRIMARY KEY (`BotBuffId`), KEY `FK_botbuff_1` (`BotId`), CONSTRAINT `FK_botbuff_1` FOREIGN KEY (`BotId`) REFERENCES `bots` (`BotID`) ) ENGINE=InnoDB DEFAULT CHARSET=latin1; In addition, a find/replace may have occurred ... as character_data was truncated a few times to just character_ .... so you should check that as well. |
In a previous thread there were some variables that were missing from the current PEQ database someone mentioned a fix for. There were also 3 others I found from the error message I received in-game.
I have added them and have bots 100% working now with the latest PEQ database. Here is link to a zip file with a working load and drop bots.sql and also a complete .sql files of the 2 items that needed missing variables added. Working Bots Specifically listed below. caston_x, caston_y, and caston_z were missing along with ExtraDIChance. for vwbotcharactermobs the syntac was bit jumbled on the PEQ database, below is correct, just plug it in. Code:
CREATE ALGORITHM=UNDEFINED DEFINER=`root`@`localhost` SQL SECURITY DEFINER VIEW `vwbotcharactermobs` AS select 'C' AS `mobtype`,`c`.`id` AS `id`,`c`.`name` AS `name`,`c`.`class` AS `class`,`c`.`level` AS `level`,`c`.`last_login` AS `timelaston`,`c`.`zone_id` AS `zoneid` from `character_data` `c` union all select 'B' AS `mobtype`,`b`.`BotID` AS `id`,`b`.`Name` AS `name`,`b`.`Class` AS `class`,`b`.`BotLevel` AS `level`,0 AS `timelaston`,0 AS `zoneid` from `bots` `b`; Code:
CREATE TABLE IF NOT EXISTS `botbuffs` ( |
It will be a few days before I can make your bot update, but issue I am having is if it's a PC and 1 bot in the group and the bot dies it crashes the zone. Are you having this issue after your bot fixes?
Peyton |
Quote:
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I followed the windows server setup guide to a T. It says the latest source is at: http://peqtgc.com/releases ...
and compiled the source myself straight from github. Apparently it isn't, where can I find it? edit: er sorry couldn't tell if you were talking to me or the poster above. |
Quote:
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the source is from github, which you probably have a recent one if you recently did it
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The only issue I am having with Bots now is the run speed -- what variable/setting defines how BOT's adjust their run speed to the PC? Or is there a means to get them to cast SOW on themselves?
What I am seeing is that bots are not keeping up to me even without me being sow'd. |
That's interesting. With GMspeed on they following me at warp speed like their run speed is related to your characters.
I did notice they do tend to walk without gmspeed on though. I'll go play with it some more. |
Thank you Cody!
If you would not mind as well, it seems that #bot resurrectme signals a response from the Bot Cleric, and the Bot response via say that they are trying, but the spell is never cast. |
#bot resurrectme works correctly, do you have a target when you're doing it?
Code:
if(!strcasecmp(sep->arg[1], "resurrectme")) { Code:
if(AImovement_timer->Check()) { |
I do have the corpse targeted, and I am seeing the "trying to rez" message -- just the rez never comes.
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