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Not attacking NPC's
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TOPIC: Not attacking NPC's
#62164
Not attacking NPC's 6 Months ago Karma: 0
Hi,

I am trying to rat with the anomaly hunter, but it seems that sometimes (especially with battleships)the bot does not use the drones to attack the target.

Due to this it takes ages to complete sites, and it times out a lot.
I see that the ship is locked and that i am in range, but for some reason the drones keep staying on "Idle".

I have made sure to select "spam attack" option, but that does not seem to resolve the issue.

Please let me know if further info is needed.

Here is a loop snippet:

17:29:56: BeltHunter(330)

17:29:58 (2012) Max NPC distance before escape: 55000, Func : BeltHunter
17:29:58 (2012) List of NPCs formed, detecting current respawn, Func : BeltHunter
17:29:58 (2012) StartFightTime = 1529, anomaly hunting: True, current respawn => NULL, Func : BeltHunter
17:29:58 (2012) NPCs: 2, Func : BeltHunter
17:29:58 (2012) Current Respawn: Resp ID = 0 +new -del: 2 x Spearhead Alvus, A=2;, Func : BeltHunter
17:29:58 (2012) Orbiting wreck, other checks not required, Func : BeltHunter
Drones killed NPC: Domination Alvus
DronesSwitchingTarget is already true, no new reattack
17:29:58 (2012) noWeapons: True, reattackByDrones: False, reattackByDronesTrigger: False, Func : BeltHunter
17:29:58 (2012) Number of targets NPC/ALL = 2/2, can add 0 more targets, Func : BeltHunter
17:29:58 (2012) 1940 NumberOfTargetsPossibleToAdd: 0, dangerous npc count: 0, Func : BeltHunter
17:29:58 (2012) namedNPCAttacked: False, anyNPCAttacked: False, Func : BeltHunter
* local check (2013)
17:29:58 (2012) currentTargetingAttempt: 0, Func : BeltHunter
17:29:58 (2012) No NPCs were selected to target. Code 4, Func : BeltHunter
---> 17:29:59: ExitCode 4. Method consumed 140.4 sec. in 90 runs (average 1.6 secs/run), Next Line: 430+
---> Desc: Returns 4 if NPCs out of targeting or weapon attack range



17:29:59: StopOperationHunter(430)

17:30:00 (2014) Fight in progress. 1615s left. Start: 1529, Max: 2100, Final Time: 3629, NPCRespawnTimer: 0, Func : StopOperationHunter
---> 17:30:00: ExitCode 1. Method consumed 18.8 sec. in 90 runs (average 0.2 secs/run), Next Line: 230
---> Desc: Returns 1 if no stop required



17:30:00: CheckLocal(230)

---> 17:30:02: ExitCode 1. Method consumed 71.7 sec. in 92 runs (average 0.8 secs/run), Next Line: 330+
---> Desc: Returns 1 if avoid not required



17:30:02: BeltHunter(330)

17:30:04 (2018) Max NPC distance before escape: 55000, Func : BeltHunter
17:30:04 (2018) List of NPCs formed, detecting current respawn, Func : BeltHunter
17:30:04 (2018) StartFightTime = 1529, anomaly hunting: True, current respawn => NULL, Func : BeltHunter
17:30:04 (2018) NPCs: 2, Func : BeltHunter
17:30:04 (2018) Current Respawn: Resp ID = 0 +new -del: 2 x Spearhead Alvus, A=2;, Func : BeltHunter
17:30:04 (2018) Orbiting wreck, other checks not required, Func : BeltHunter
17:30:04 (2018) noWeapons: True, reattackByDrones: False, reattackByDronesTrigger: False, Func : BeltHunter
17:30:04 (2018) Number of targets NPC/ALL = 2/2, can add 0 more targets, Func : BeltHunter
17:30:04 (2018) 1940 NumberOfTargetsPossibleToAdd: 0, dangerous npc count: 0, Func : BeltHunter
17:30:04 (2018) namedNPCAttacked: False, anyNPCAttacked: False, Func : BeltHunter
17:30:04 (2018) currentTargetingAttempt: 0, Func : BeltHunter
17:30:04 (2018) No NPCs were selected to target. Code 4, Func : BeltHunter
* local check (2019)
---> 17:30:05: ExitCode 4. Method consumed 142.3 sec. in 91 runs (average 1.6 secs/run), Next Line: 430+
---> Desc: Returns 4 if NPCs out of targeting or weapon attack range



17:30:05: StopOperationHunter(430)

17:30:05 (2020) Fight in progress. 1609s left. Start: 1529, Max: 2100, Final Time: 3629, NPCRespawnTimer: 0, Func : StopOperationHunter
---> 17:30:06: ExitCode 1. Method consumed 19.0 sec. in 91 runs (average 0.2 secs/run), Next Line: 230
---> Desc: Returns 1 if no stop required



17:30:06: CheckLocal(230)

---> 17:30:08: ExitCode 1. Method consumed 72.4 sec. in 93 runs (average 0.8 secs/run), Next Line: 330+
---> Desc: Returns 1 if avoid not required
Fransjuh
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Last Edit: 2025/07/21 08:34 By Fransjuh.
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#62165
Re: Not attacking NPC's 6 Months ago Karma: 0
I have met the same question here. It seems that there is a slight issue with the code controlling drone combat (possibly related to game updates). I lost several ships in the Abyss battle yesterday due to drone combat issues, but I still don't know why (this has never happened before).
hughjy
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#62166
Re: Not attacking NPC's 6 Months ago Karma: 0
That is horrible,

I also found an issue with some anomalies that have big objects floating in space.
The current script only orbits wrecks or NPC's, but some anomalies have huge structures in space you will get stuck in if it orbits an npc instead of the big structure, due to this i also got killed plenty of times, since the bot could not warp out since it was stuck in the object.

Am i missing something or is it possible to add a object trigger and when it is detectable it orbits the object instead of the npc?
Fransjuh
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#62168
Re: Not attacking NPC's 5 Months, 4 Weeks ago Karma: 846
Fransjuh wrote:
I also found an issue with some anomalies that have big objects floating in space.
The current script only orbits wrecks or NPC's, but some anomalies have huge structures in space you will get stuck in if it orbits an npc instead of the big structure, due to this i also got killed plenty of times, since the bot could not warp out since it was stuck in the object.

Am i missing something or is it possible to add a object trigger and when it is detectable it orbits the object instead of the npc?


Some collidable objects do not appear in overview, bot cannot orbit it to not get stuck. Better to select anomalies without such objects. Other workarounds may be orbitting NPCs at 100km. I used these settings with arbitrator with new account.
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#62173
Re: Not attacking NPC's 5 Months, 4 Weeks ago Karma: 846
Update bot. Problem with drone window was a result of a patch in eve. Don't hesitate to contact me in telegram (address in my signature). If one guy telling me about problems and nobody else, I can wait for confirmation before real fix. This bug existed for a week!
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