if you put blacklist in first profile file it will stick till the end...
rrrix can you make dont use Sprint while tp-out? when "sprint OOC" cheked
another question
i blacklisted tesla towers and their spoderlings in Storm Hall's profile
they have the same Actor ID as in vota too.
Vota profile is in different file and without any blacklist in it
but seems trinity spread blacklist to all profile files? because bot start ignore this mobs in vota too...
<TrinityCombatIgnore actorId="4157" name="FleshPitFlyer_B" exceptElites="True" exceptTrash="False" />
<TrinityCombatIgnore actorId="4157" name="FleshPitFlyer_B" exceptElites="False" exceptTrash="False" />
<TrinityCombatIgnore actorId="4157" name="FleshPitFlyer_B" exceptElites="False" exceptTrash="True" />
<Profile>
<Name>Profile</Name>
<GameParams quest="136656" step="-1" act="A1" difficulty="Inferno" resumeFromSave="False" isPrivate="True" numGames="-1" />
<KillMonsters>True</KillMonsters>
<PickupLoot>True</PickupLoot>
<Order>
<TrinityCombatIgnore actorId="4157" name="FleshPitFlyer_B" exceptElites="True" exceptTrash="False" />
<TrinityCombatIgnore actorId="6572" name="WoodWraith_A_01" exceptElites="False" exceptTrash="False" />
<!--
Profile tags
-->
</Order>
</Profile>
Just added a new profile XML tag to the version on git:
TrinityCombatIgnore
Will cause the bot to ignore combat with the given unit. Is only overridden when attempting to town portal.
Attributes:
actorId is the "ActorSNO" of the unit. You can get this from the info dumping tab > click "Dump Objects"
name is optional - just the name of the unit for readability purposes only
excludeElites: When set to "True", will cause the bot to attack elite units of this type.
excludeTrash: When set to "True", will cause the bot to attack trash mob units of this type.
Example to ignore a unit type, except elites of that unit type:
Code:<TrinityCombatIgnore actorId="4157" name="FleshPitFlyer_B" excludeElites="True" excludeTrash="False" />
Example to ignore a unit type, including elites and trash:
Code:<TrinityCombatIgnore actorId="4157" name="FleshPitFlyer_B" excludeElites="False" excludeTrash="False" />
Example to ignore a unit type, except trash mobs of that unit type:
Code:<TrinityCombatIgnore actorId="4157" name="FleshPitFlyer_B" excludeElites="False" excludeTrash="True" />
Setting both excludeElites and excludeTrash to True will effectively *do nothing* - the bot will still attack all units of this type.
Just added a new profile XML tag to the version on git:
TrinityCombatIgnore
name is optional - just the name of the unit for readability purposes only
rrrix, I have selected to make all the logs, which you need to check my issues? please answer.. P.S: I don't use YAR or R-YAR..
My issues (DB BETA #264, Trinity 1.7.3.8 and Act3 Rrrix Profile):
*CPU Usage at 90%+ (9 bots here, but the normal is 45%~55%)
*Fps increases when going to town (indetify/stash/repair/sell)
*And sometimes, my bots are trying teleport to town, make the move to teleport but the cooldown does not happen and the bot is there doing nothing. It's bad because I lose the run, but does not activate the gold timer. the bot stays there until I see it or be disconnected.
*ZetaMemory issue
Please answer..
EDIT:ZetaMemory
I would not place any pressure on rrrix, you just posted yesterday. He reads these and we all just "demand" things of him![]()
BTW: New DB BETA is a CPU hog. I went back to the latest release and it resolved my cpu issue
rrrix, I have selected to make all the logs, which you need to check my issues? please answer.. P.S: I don't use YAR or R-YAR..
My issues (DB BETA #264, Trinity 1.7.3.8 and Act3 Rrrix Profile):
*CPU Usage at 90%+ (9 bots here, but the normal is 45%~55%)
*Fps increases when going to town (indetify/stash/repair/sell)
*And sometimes, my bots are trying teleport to town, make the move to teleport but the cooldown does not happen and the bot is there doing nothing. It's bad because I lose the run, but does not activate the gold timer. the bot stays there until I see it or be disconnected.
*ZetaMemory issue
Please answer..
EDIT:ZetaMemory
Ok, since people tend to scream in red nowaday, I try to be nice here
I can't figure out how to change the code (I am sure it's in weighting.cs) for rare chests not to be set on the kamikaze-list. I just want to open them normaly, when I am in range. But more often than not if the bot detects the rare chest it completely forgets anything aorund and rushes for the chest.
And again: thanks for your precious time, rrrix![]()
No extra Trinity logs needed. thanks. Report it in the DB Beta thread and attach a regular DB log file.
If you have any evidence that it is this combination vs. others (screenshots of Taskmanager or such) then that would help too.
yes i know.. but if I go back to the last release, I got more ZetaMemory errors and more crashers.. =\
I was also getting a lot of crashes and I can't say exactly what caused it but I decided to completely start from scratch to attempt to isolate (started with a brand new empty folder). I had been trying different plugins, settings, profiles and "upgrading" versions of things to the latest. I also saw some conflicting advice on how to "upgrade" Trinity but decided to take the safe route and I just start from scratch each time now (no longer just overwrite files).
I've noticed when I have had problems, deleting the DB\Settings and DB\CompilesAssemblies folders effectively "resets" all the configurations, so when I upgrade Trinity for example I will also delete those folders so that everything is a fresh clean start. This seems to have helped eliminate any issues from residual files or settings leftover.
After doing this I have (knock on wood) no crashes or any major issues (other than a repair issue that occasionally crops up). I've learned that keeping things simple at first is the best bet, establish a baseline that works and gradually make changes. Introducing other plugins and changing settings in stages.
What is currently working for me:
* DB 1.0.1446.317
* Quest Tools 1.4.0
* Trinity 1.7.3.8
* GNILLER loot rules 1.4.1
You may also want to run a repair on Visual C++ 2010 redist since the new DB uses the 2012 version.
I know all this is basic but sometimes going back to the basics gets you on the right path.
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