He was somewhere in a3... Beacons maybe? (it wasnt a boss encounter) just playing act3 profile.. But since I know what to look for I will make a note of it or get leader logs next time that happens.
Also - Still have friend3 trouble. Occasionally when friend3 gets a d/c, leaves party, etc ... Leader will not invite him back.. Leader just opens the friends list, and closes the friends list without ever clicking the invite button. There are only 3 on my leaders list (of course) friend 3 is enabled and on the initial botstart leader invites all 3, but if anything happens with friend 3 he won't invite him back sometimes... 1&2 work fine.. idk
for some reason it the stay in party doesnt work on other profile. earlier i ran out of pool of reflection doing royal audience run, so i loaded core run on normal and i check the profile made sure this stayInParty="True" was on.
Teleporting doesn't work properly with Act 1 Manglemaw farming Profile.
1] Sometimes follow-bots fail to enter Defiled Crypt level 2 from Chancellor's Tomb following the leader bot.
2] and then try to teleport to the leader bot that is Already in Defiled Crypt level 2,
but after teleporting follow-bots can't recognize leader-bot is there or they are already in Defiled Crypt level 2 somehow
and tries to teleport to the leader bot again. of course fails to.
and stands there by leaderbot doing nothing during fight and even doesn't loot legendaries.
It takes 5~10 seconds and Sometimes more than 10 secs until segmentation resetting is working properly.
Thx you for your reply, vuwrr.
Now teleporting works fine.
And awesome work rrrix thx.
but, Sometimes Bot still gets crashed though.
Profiles that its running time is shorter than 4 mins get followerbots kicked out of the game
and During the time follow-bots get kicked out of the game, they shouldn't do anything.
I think Moving, Attacking, Clicking UI at that moment (except for using townportal) can cause the crash.
It'll be much better if we have profile tags that stops all these kind of interactions before leader bot leaves the game for short profiles.
Running nicely, if only I could get my bots to stop going away on occasion. The followers end up dragging each other into old parties and they have to make and leave games 4 or 5 times before they finally get booted out of the old party and accept the new invite. If the party invite could be done by the leader at the main screen before creating the new game that would be amazing.
Another issue I noticed, if the follower is in the middle of a town run when the profile ends they leave the party/party disbands.
I think there needs to be a check for the leader to run when a profile ends that all followers are out of the game before leaving itself.
Another issue I noticed, if the follower is in the middle of a town run when the profile ends they leave the party/party disbands.
I think there needs to be a check for the leader to run when a profile ends that all followers are out of the game before leaving itself.
I'd assume its done to avoid problems for the leader when it creates the new game (having to wait for the follower to be done, if you're on a short wait timer). The leader should invite the follower again shortly after creating the new game and their good to go. Is this not what happens for you?
I'd assume its done to avoid problems for the leader when it creates the new game (having to wait for the follower to be done, if you're on a short wait timer). The leader should invite the follower again shortly after creating the new game and their good to go. Is this not what happens for you?
Sure, but it takes time. And if you are running a quick profile the leader/other followers may be done with the run before the follower that needed to vendor is finished, causing another disconnect/disband (not to mention random crashes that only occur when this happens) and more time wasted re-inviting.
This isn't really an issue for longer profiles, but it severely impacts the performance of quick runs like CoTA, Mira, or Manglemaw for example.
Sure, but it takes time. And if you are running a quick profile the leader/other followers may be done with the run before the follower that needed to vendor is finished, causing another disconnect/disband (not to mention random crashes that only occur when this happens) and more time wasted re-inviting.
This isn't really an issue for longer profiles, but it severely impacts the performance of quick runs like CoTA, Mira, or Manglemaw for example.
There are several ways to solve this, afaik. One way is to add a town run in the beginning of the profile you use (less efficient in the long run but should be stable) or have rrrix or DB devs add the option of forcing town run at certain run intervals (i.e. every x run they do town run at start of profile)
Stay in party isn't working as intended for me, at least.
Followers would stay in party while leader would still leave party.
This is with the Stay in Party option checked.
What then happens is that the followers would continuously make games from resume and leave (due to leader not here), causing a high game/hour.
Stay in party isn't working as intended for me, at least.
Followers would stay in party while leader would still leave party.
This is with the Stay in Party option checked.
What then happens is that the followers would continuously make games from resume and leave (due to leader not here), causing a high game/hour.
was getting multiple TeleportToLeader so I had to simplify FollowTag.cs:273
InTownTeleport(),
FollowPlayerThruPortal(),
new Decorator(ret => NoRecentInteraction() && Leader.WorldID != Me.CurrentWorldId,
TeleportToLeader("Leader has different WorldId")
),
new Decorator(ret => NoRecentInteraction() && Leader.LevelAreaId == Me.CurrentLevelAreaId && GetDistanceToLeader() > 300,
TeleportToLeader("Leader Level Area Id is the same and distance is > 300")
),
new Decorator(ctx => Leader.LevelAreaId == Me.CurrentLevelAreaId || Leader.Position.Distance(Me.Position) < 300,
FollowLeaderPrioritySelector()
),
new Action(ret => SimpleFollow.Log("Unexpected error 1 - could not follow"))
As you know had surgery the other day.. I left at 8, was hoping to come back after 26hours and have a few levels and some gear.. Bot was crashed at 10. 2hours after leaving. -Which is typical for me. (please dont take offense for that, nothing against you, and you KNOW that I appreciate your work, just saying I get frustrated cause none of my shit ever works right, computers, cars, etc) When I got home leader was just standing in town opening and closing social window and saying in log "Cannot open social window" but he was opening it.. Aside from that he was just standing in town... Regardless if he could invite the other players or not, he should have atleast been running himself. But I attached the logs so you can see the insane amount of time he was bugging out.
Issues:
1 - Still having friend 3 invite bug posted here: http://www.thebuddyforum.com/demonb...ow-multi-bot-party-plugin-71.html#post1437995
(Will get your that button info as soon as I see it doing it again)
2 - My bots go down to a crawl (super slow motion) during navigation. When leader is moving towards a destination all 3 characters take a step or two every 1-2 seconds. Like the game is set on 5% of normal speed. They dont move across the screen like normal. Unless triggered combat or looting.. When they are in combat all the attack skills and effects are flying like normal, chasing monsters around, graphics moving fast, spell effects going fast, etc. When it is doing it's super slow motion navigation (which is always when it is moving) Ticks per second is usually 1-4 tops until it gets near monsters/objects to trigger combat or looting then it jumps up to 10-14 and game moves like it should. Ive experimented simplefollow update interval from 100ms to 900ms.. No change at all.. When running bot solo, I never get any lag. When running my party its like i'm trying to play on a computer from 20 years ago until they go into combat, then its smokin. This did not start happening until the D3 2.0 ros update with all the major changes and the first simplefollow released for the 2.0.
3 - Even if stay in party is not enabled and leader gets disconnected, 3 followers still stay in a party together. They leader invites, then they resume game with each other rather than leave party to join leader.
4 - If I try to have "stay in party" enabled, and my leader gets a "Game client d/c" or something like that sometimes he logs back in and he is not the leader, then he tries to make a game and it will not let him.
Alot of people talk about the stay in party deal (which I can understand is good for short/fast profiles) but it doesn't really matter that much to me since I run long profile. If possible to also have a "Force disband" after every game, or even leave party whenever player leaves game. Id rather have that, because atleast the old way it worked for me and my followers never got trapped in a party together nor never became the leader when they shouldn't be.
Issues I have with "stay in party" :
Does not make a difference to me if they stay in party or leave party as long as they keep running
Is there a setting I can change back to go back like the old simplefollow? (When leader leaves game and party, ALL followers exit game and party)?
That is leader log, I can send follower log too if you need it, but all it says it that it is waiting for the leader.. It connects to leader server, but never gets the invite from him since he just opens and closes social window.
Anyways, I know your very busy with the new stuff, but any help would be greatly appreciated..