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[A2 - Inferno] Magi's Vault of the Assassin

I'll take a look at zoohnoes version and see how well it does. I haven't played through VotA a ton to see how much it really varies, but I do know many of the elites sit in the corners and ends of the scenes so you have to be quite precise to catch them all. I'll report back and see how thorough it is.

EDIT - well first run in, looks like he may have missed a spawn point as I entered Vault, and then proceeded to Mines. These random maps can often fool you. Keeps 2 had one exit spawn point that rarely ever spawns...required me to play through it well over 50x before I spotted it. I'll keep running through it and see how it does though. One missed spawn point isn't the end of the world :P

EDIT2 - seems to do a decent job though similar to my initial issue trying to avoid dungeon exploring is it'll miss some of the tight corners where elites can chill. The Trinity dungeon explorer does a fairly decent job here and will get all the corners so I'll probably stick with that for now. You could definitely map it entirely with enough scene checks but that is way too annoying for me to bother with and maintain at the moment. Maybe if I get bored but that code get's pretty fugly quick.


Nesox said he would add this to DB
Code:
public static bool SceneExistsAt(int sceneId, float x, float y, float z, float radius)

So that should make things like VoA a lot easier. I made a static VoA also and it works pretty well. In 1.07 we are able to carry NV stacks over Acts but no more details really has been released yet. So I made it in prep of that.
 
ah very cool...yes that would indeed help quite a bit!
 
Trinity]Fully explored area! Tag Finished.

but he only explore half of VA.....any idea?
 
Nesox said he would add this to DB
Code:
public static bool SceneExistsAt(int sceneId, float x, float y, float z, float radius)

So that should make things like VoA a lot easier. I made a static VoA also and it works pretty well. In 1.07 we are able to carry NV stacks over Acts but no more details really has been released yet. So I made it in prep of that.

Yeah, but the problem is that the bot still does the quest change without opening the dialog. And it overall looks scatchy, sometimes it doesn't work at all or it gets stuck during it and won't continue properly. So first of all a clean quest / difficulty / mp change should be implemented before thinking about using profiles that run different acts.
 
Trinity]Fully explored area! Tag Finished.

but he only explore half of VA.....any idea?

I have it set for a large box size which seems to work well most of the time...could be that particular generation didn't like it. You can try reducing the boxSize from 80 to perhaps 60. Trying to balance speed and precision without backtracking too much.
 
I have it set for a large box size which seems to work well most of the time...could be that particular generation didn't like it. You can try reducing the boxSize from 80 to perhaps 60. Trying to balance speed and precision without backtracking too much.

and how do i reduce boxSize from 80 to 60? im really noob :(...when u have time to inform me , please do it , thx
 
If you want to get this going the quick & dirty way this is how it works:

- Get the VOA checkpoint, manually if you want
- Leave and resume and check that the portal is there

Open the profile .xml and change (line 14 in mine) the While inTown line like this

Code:
        <While condition="Me.IsInTown">
			<UseObject questId="1" x="308.2124" y="273.393" z="-1.142151" actorId="191492" isPortal="True" destinationWorldId="123183" />
		</While>

Note: This will only work with a portal in town after resuming. Otherwise it will get stuck. This is the quick & dirty way. If you want to be extra sure wait for Magi to release his official version for 1.0.7
 
http://www.thebuddyforum.com/demonbuddy-forum/106192-using-townportal-core-arreat-how-tag.html

here is the code for using TP back to VoA when resuming the game in 1.0.7
I am not sure how dirty it is. But it does the job for me.

Yeah that actually gave me this idea for the change, looks cleaner this way:

Code:
<If condition="Me.IsInTown">
     <If condition="ActorExistsAt(191492, 308.2124, 273.393, -1.142151, 40)">
          <UseObject questId="1" x="308.2124" y="273.393" z="-1.142151" actorId="191492" isPortal="True" destinationWorldId="123183" />
     </If>
     <UseWaypoint questId="1" actorId="6442" x="324" y="291" z="1.64" waypointNumber="8" />						
</If>
 
Anyone else having an issue with it bugging out by ZK's Archive? It'll just stand there until it times out on some runs, even though it found the entrance to VoA. Running Inigo's route.
 
Anyone else having an issue with it bugging out by ZK's Archive? It'll just stand there until it times out on some runs, even though it found the entrance to VoA. Running Inigo's route.

I actually noticed that. For some reason, it "thinks" that is the WP when it is not. Not entirely sure why as I am using a marker hash for VotA. I need to update this profile for v1.0.7 as well...obviously once you get the checkpoint it doesn't become an issue so I didn't spend a huge amount of time looking into that issue...I'll get an update out for this in a bit...doing some testing with some other stuff at the moment but will get back to this quick.
 
It's not getting a checkpoint for me, though. =/

Edit: Yea, I don't know what the deal is...ran it manually...got the checkpoint...TP'd out, resumed game...and was back in Hidden Camp @_@
 
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yeah...I'll have to check with rrrix on that exit...that's the only exit I've ever come across that gave me issues with the marker hash
 
Ah, I feel like an idiot...so how do I get it to take the TP at the start?

Edit: Exceptionally slow I am today. Got it working. -_-
 
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I'll get that programmed in...I believe a few posts back some kind botters posted some code you can quickly copy and paste in. Should be on page 3
 
Okay, so in the Vaults, and it only happens every now and then, it pretty much afk's to no end...I watched the entire NV buff drop before finally restarting it.
 
not sure how that's possible. Trinity has a gold inactivity timer set on it for 15 seconds. Also has a pretty huge box radius so if anything it might cut off a bit too early. You got a log?
 
[09:55:51.140 N] [Trinity]Your bot got stuck! Trying to unstuck (attempt #1 of 15 attempts) Act="A2" questId="57337" stepId="26" worldId="123183"
[09:56:00.330 N] [Trinity]Your bot got stuck! Trying to unstuck (attempt #2 of 15 attempts) Act="A2" questId="57337" stepId="26" worldId="123183"
[09:56:15.575 N] [Trinity]Your bot got stuck! Trying to unstuck (attempt #3 of 15 attempts) Act="A2" questId="57337" stepId="26" worldId="123183"
[09:56:33.939 N] [Trinity]Your bot got stuck! Trying to unstuck (attempt #4 of 15 attempts) Act="A2" questId="57337" stepId="26" worldId="123183"
[09:56:36.516 N] Stopping the bot.

It wasn't actually stuck, it just kind of ran into a corner...stopped...ran out...ran back...rinse repeat.

This is just one of the few stuck points. I'll list them as I catch them. I won't be running it while I'm afk as it looks ridiculous atm lol
 
[09:55:51.140 N] [Trinity]Your bot got stuck! Trying to unstuck (attempt #1 of 15 attempts) Act="A2" questId="57337" stepId="26" worldId="123183"
[09:56:00.330 N] [Trinity]Your bot got stuck! Trying to unstuck (attempt #2 of 15 attempts) Act="A2" questId="57337" stepId="26" worldId="123183"
[09:56:15.575 N] [Trinity]Your bot got stuck! Trying to unstuck (attempt #3 of 15 attempts) Act="A2" questId="57337" stepId="26" worldId="123183"
[09:56:33.939 N] [Trinity]Your bot got stuck! Trying to unstuck (attempt #4 of 15 attempts) Act="A2" questId="57337" stepId="26" worldId="123183"
[09:56:36.516 N] Stopping the bot.

It wasn't actually stuck, it just kind of ran into a corner...stopped...ran out...ran back...rinse repeat.

Yep this happens to me too. It looks like the bot tries to go to some point somewhere off map. It just walks into a corner (always the same) and tries to reach something it cant. Then the Trinity unstucker goes and sends the bot off but it runs tries to reach the same point getting stuck in the corner again. This also affects the Skyhigh Extended in Keeps2. Always at the exact same corner on both Keeps2 and VoA.
 
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