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Bad news with Rifts

Alright might have a semi working profile, that is if dildozer's info checks out with the worldID and hash being static. Have to wait for DB to come back up.

One thing I do know though, is no matter what you do, Trinity's "TrinityExploreDungeon" still doesn't work in RoS maps/worlds. It just walks in and walks right into a wall endlessly.

However, as of right now I already know I can get it to do Vanilla maps, it worked fine last night. So if I do worldID checks (so that you able to start and stop whenever and it can pick up where it's currently at) then we can get a semi working model here. You would have to do RoS maps by hand, but can hit start and let it do Vanilla maps. Again this all if that info above checks out. :)
 
Alright might have a semi working profile, that is if dildozer's info checks out with the worldID and hash being static. Have to wait for DB to come back up.

One thing I do know though, is no matter what you do, Trinity's "TrinityExploreDungeon" still doesn't work in RoS maps/worlds. It just walks in and walks right into a wall endlessly.

However, as of right now I already know I can get it to do Vanilla maps, it worked fine last night. So if I do worldID checks (so that you able to start and stop whenever and it can pick up where it's currently at) then we can get a semi working model here. You would have to do RoS maps by hand, but can hit start and let it do Vanilla maps. Again this all if that info above checks out. :)

Excellent news, can't wait to give it a go.

By the way, it's all up here still in EU if you want me to do some tests meanwhile.
 
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Excellent news, can't wait to give it a go.

By the way, it's all up here still in EU if you want me to do some tests meanwhile.
Soon, very soon, just need to add a few more thingies in. :)
 
Zeta.Game.Internals.MinimapMarker has properties .IsPortalExit and .IsPortalEntrance. When you look at the portals on the minimap they have a different visual for entrance and exit and i'm assuming this is where DB is getting the information from.

The marker list is being used by trinity to identify objectives, it gets refreshed frequently and checked and there is already code for interaction and movement to a minimap marker. So wouldn't we just need to explore until a marker that is an exit shows up on the list then either use it or continue until fully explored then return to the marker and use it.

ZetaDia.Minimap.Markers.CurrentWorldMarkers.Where(m => m.IsPortalExit == true) ?
 
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Zeta.Game.Internals.MinimapMarker has properties .IsPortalExit and .IsPortalEntrance. When you look at the portals on the minimap they have a different visual for entrance and exit and i'm assuming this is where DB is getting the information from.

The marker list is being used by trinity to identify objectives, it gets refreshed frequently and checked and there is already code for interaction and movement to a minimap marker. So wouldn't we just need to explore until a marker that is an exit shows up on the list then either use it or continue until fully explored then return to the marker and use it.

ZetaDia.Minimap.Markers.CurrentWorldMarkers.Where(m => m.IsPortalExit == true) ?

But how to write this?like this?
<If condition="ZetaDia.Minimap.Markers.CurrentWorldMarkers.Where( m => m.IsPortalExit == true)">
or?




※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※※
<If condition="ZetaDia.Minimap.Markers.CurrentWorldMarkers.Where( m => m.IsPortalExit == true)"><-----it's doesn't work.....

help!!
 
Is it possible to write a image recogniztion program. That reads tooltip when you mouse over. But I assume this is way to much work anyways making a bot that reads images to map the current level.?
 
Is it possible to write a image recogniztion program. That reads tooltip when you mouse over. But I assume this is way to much work anyways making a bot that reads images to map the current level.?
I believe something similar was mentioned in one of the past posts, about recognizing the exit door icon to find where it needs to go.

Pretty sure I have a working profile, just haven't been able to test it with DB being down, link in my signature if you want to check it out though.
 
View attachment 124346

Explored the whole map, but still running around for about 30 mins now and still not teleporting or entering the new level.

this is what i got

[Trinity][Performance] Execution of the block NavigateTo took 1503.67ms.
[Trinity] Fully explored area! Tag Finished.
[Trinity] Visited all nodes but objective not complete, forcing grid reset!

EDIT: Isnt there a way to force a teleport when killed the riftmaster? since the objective is to talk to the NPC in town.
 
Wrong thread sorry, had 4 threads open...
 
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The marker hash for the portals should be unique, actor id's isn't unique nor is names etc.
 
I was working on a custom tag for rift exit portals, but I seem to have lost the code. I'm pretty sure that the idea I had was to search for the "Exit" scene for the map, find the map marker that is closest to me that is nearby a "portal" actor. From what I recall, this seemed to work very well, except that I wasn't able to get the pathing to the portal actor to work properly. (I'm new to DB API) I also wasn't able to make it interact with the obelisk at the end of a rift properly. I can look into making the tag again, but not sure if there is going to be some kind of alternate API for rifts coming soon to DB.
 
Think I came up with a solution actually. It's really dirty but could serve for a workable first version.

The only problem is Trinity's "TrinityExploreDungeon" tag doesn't support Act5 maps, so it just runs into walls endlessly when it gets an RoS map.

But I'm also not sure if the bot supports my idea. What I was thinking was, if it finds a door to a new level, once it enters that level it won't activate any new objects for X delay while exploring. This way it will be far away from the door back to Level 1, by time it finds Level 3 door. I know there is "WaitTimer" but that makes the bot not do anything at all for X amount of time, what we need is a new version of that tag that still does everything but activate objects.

Maybe someone with more DB/Trinity/QuestTools knowledge knows of something that might work in place of that idea?

Hi NoWayLol,

I didn't read all the other posts but I might have a solution for your problem that is less dirtier.

Let's say you take portal with id 17001 on Level 1, but regardless of the ID, the first Portal you find on level 2 will be blacklisted because it is most likely the Portal behind you where you came from right?

Let me know if this would work and if it was any help to you.

If not don't be mad at me because I don't know what the bot is capable of.

Regards
 
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