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Trinity 1.8.22

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Still cant get it to open Herodric Cashes. Still storing them, even tho I have the option to open.

It's only frustrating because, once the 4th tab is full, it will keep trying to deposit the cache, and sit there forever.

Is there a way to let it use the 1st and 2nd tab as well? Or to actually get them to open them lol. I know legendarys use the first and second.

Thanks!



Also:
sry i didn´t get that ;)
Pretty sure he means the white items you need for crafting legendary items.
 
I might be stupid or missing something, but why i see this weird stu stu st st stu stu stuttering while char running?

I've seen it on trinity since v .19 .20 .21 .. Version .18 was running very smoothly. When stopping the bot and playing "manually" stuttering is gone. This appears also in every profile.

Is there any tricks or tweaks for this ? It cant be morning stiffness cause bot's been running whole night -_-
 
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Still cant get it to open Herodric Cashes. Still storing them, even tho I have the option to open.

It's only frustrating because, once the 4th tab is full, it will keep trying to deposit the cache, and sit there forever.

Is there a way to let it use the 1st and 2nd tab as well? Or to actually get them to open them lol. I know legendarys use the first and second.

Thanks!

It was doing good here, please update from svn for lastest revision and using lastest db. All is doing good.

And also setting from DB Plugin
Plugins > Trinity > Items > Scoring/TownRuns > Check this box [Open Herodric Cashes]
 
Reproduce:
must be in the map similar to the A5 map with two portals connecting road sections. For example the map in the Rift or the quest before Malthael
Use TrinityExploreDungeon tag

I guess the reason is that this new map needs a special action other than other doors.

Expect:

The bot should walk through portals just like opening doors.

Actual issue:

The bot stuck before the portal.

I can provide more details if the issue is still ambiguous
 
Bug report:

In a5 maps, the bot cannot break some objects to get through some paths. For example,

Bug report

World ID: 288685

The bot stuck by breakable object:
[25E691EC] GizmoType: BreakableDoor Name: x1_Catacombs_Barricade_Breakable-203767 ActorSNO: 291743 Distance: 14.78496 Position: <734.6788, 1131.948, 2.980232E-08> Barracade: True Radius: 22.12449 Health0.00100000004749745/1
 
It was doing good here, please update from svn for lastest revision and using lastest db. All is doing good.

And also setting from DB Plugin
Plugins > Trinity > Items > Scoring/TownRuns > Check this box [Open Herodric Cashes]

Completely up to date from SVN, and the option is ticked, as stated in my post.

Still stashes them! D:

Thanks for your reply.

Edit: Just noticed it stopped looting Keys from Keywarden. Is that because of trinity? I do have the option ticked to look keys.

Edit: Only opens cache if they are in my inventory, and i click start. Seems like the check for caches only works at certain times.
 
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Trinity.21 rev7x (forget and i don't know where to check)
After create a new game and herodric Caches opened in town, bot will try to loot but it shown

[Trinity] No more space to pickup a 2-slot item, town-run requested at next free moment

In the process of town-run, it try to loot again, end up will loot 1 items and stash 1 items repeatedly.
Until items on ground clear then town-run will go proper.

Edit: My character's inventory actually quite empty, it crashed town allowed slot.
 
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all the revisions i asked for considering my build are working as intended thank you bunches
 
Also, Not looting "Special" items? Legendary craft mats, as well as keywarden keys.
 
Also, Not looting "Special" items? Legendary craft mats, as well as keywarden keys.
No such thing from many version ago. All picked up.
It only happened when trinity explore tag & bounty complete lead to tag complete caused some items ignored. But it happened to old version not seeing any in .21 rev76.
 
Happens when bot is clicking bounty complete popup:

Code:
[Trinity] Found Object 368169!
ToggleTargeting, new values: Looting:True LootRadius:90 Combat:True KillRadius:90
[Trinity] Clicking UI element Bounty Reward Dialog (154361856)
Exception when terminating bot thread. System.Exception: Only part of a ReadProcessMemory or WriteProcessMemory request was completed, at addr: 00000198, Size: 12
   at GreyMagic.ExternalProcessMemory.ReadByteBuffer(IntPtr addr, Void* buffer, Int32 count)
   at GreyMagic.MemoryBase.Read[T](IntPtr addr)
   at Zeta.Game.Internals.Actors.DiaObject.get_Position()
   at QuestTools.MoveToActor.WithinInteractRange()
   at QuestTools.MoveToActor.<CreateBehavior>b__30(Object ret)
   at Zeta.TreeSharp.Decorator.CanRun(Object context)
   at Zeta.TreeSharp.Decorator..()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.TreeSharp.Wait..()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.TreeSharp.PrioritySelector..()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.TreeSharp.Sequence..()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.TreeSharp.PrioritySelector..()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.TreeSharp.PrioritySelector..()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.Common.HookExecutor.Run(Object context)
   at Zeta.TreeSharp.Action.RunAction(Object context)
   at Zeta.TreeSharp.Action..()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.TreeSharp.PrioritySelector..()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.TreeSharp.PrioritySelector..()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.Common.HookExecutor.Run(Object context)
   at Zeta.TreeSharp.Action.RunAction(Object context)
   at Zeta.TreeSharp.Action..()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.TreeSharp.PrioritySelector..()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.Bot.BotMain.()

I will try to post a log the next time it happens. Had to enable the log options in Trinity.

Is Trinity suppose to spam this when opening chests/weapon racks etc..?

Code:
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction
[Trinity][Behavior] Waiting to stop moving before interaction

Edit

Here is a log with some of the errors. It's so big, I don't know how you can find out anything with such a large log without going nuts.
View attachment 1456 2014-04-15 13.32.zip
 
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No such thing from many version ago. All picked up.
It only happened when trinity explore tag & bounty complete lead to tag complete caused some items ignored. But it happened to old version not seeing any in .21 rev76.

Yeah im on that version. Restarted the bot.

Seems to be working fine now.. Not sure what caused that hiccup.

Still not opening harodric cache tho =\
 
Just a couple of things, confirmed not picking Imperial gems when the Imperial gem checkbox is ticked. Somehow trinity isn't detecting bounty completion as well as previous versions too (sychotix posted a temp fix though).
 
Good to see a lot of fixes, many thanks.

Quick question: Is it Trinity or DB that causes some maps to be half explored and then the character just goes back and forth randomly, effectively stuck?

also +1 about kevin spacey's issues with the barb
 
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