I'm having the same issue of this not picking up legendaries. I see exactly how it's happening because I watched it happen. Here is the scenario:
Pack only has 1 open slot - Bot initiates town run
Large number of enemies on screen and near player
Town run has to clear out all nearby enemies to complete
Legendary (or any other item set for pickup) drops from first pack killed
Bot keeps moving to clear out all nearby
Bot finally clears scene and initiates TP far away from original drop
Bot completes town run and takes TP back to location
Bot doesn't rescan entire scene for item loot, doesn't go back to where the town-run was initiated, keeps moving forward
This is how it's happening. I can think of 3 ways to correct this (I program in c#, so I could fix this in code if I had some free time... but if I had that, I wouldn't be botting):
1.) Set in-memory waypoint when town-run is first initiated and return to that spot when TP back to dungeon (best way I can think of)
2.) Greatly increase item loot priority when town-run timer starts (this could still miss items if more than one drops, as the town run initiates when there are two open slots)
3.) Loot-scan while the town-run timer is moving and store locations in memory of drops so they can be picked up on return (Would think this could be a memory problem, but not sure).
What do you guys think?
Pack only has 1 open slot - Bot initiates town run
Large number of enemies on screen and near player
Town run has to clear out all nearby enemies to complete
Legendary (or any other item set for pickup) drops from first pack killed
Bot keeps moving to clear out all nearby
Bot finally clears scene and initiates TP far away from original drop
Bot completes town run and takes TP back to location
Bot doesn't rescan entire scene for item loot, doesn't go back to where the town-run was initiated, keeps moving forward
This is how it's happening. I can think of 3 ways to correct this (I program in c#, so I could fix this in code if I had some free time... but if I had that, I wouldn't be botting):
1.) Set in-memory waypoint when town-run is first initiated and return to that spot when TP back to dungeon (best way I can think of)
2.) Greatly increase item loot priority when town-run timer starts (this could still miss items if more than one drops, as the town run initiates when there are two open slots)
3.) Loot-scan while the town-run timer is moving and store locations in memory of drops so they can be picked up on return (Would think this could be a memory problem, but not sure).
What do you guys think?
Last edited: