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[Party Plugin] SimpleFollow - Multi-Bot Party Plugin

where can one get DB.355 nowadays?

Not sure if you can. (of course someone is welcome to correct that and provide a link if so) but I dont know if they archive older versions or not.. I just simply have a habit of making a "known good" backup.. and when I update stuff, if my bots have problems they did not have in my known good version, I just delete DB, copy the folder back and wait til next version.
 
Would it be possible to make it so that the bots that follow dont release during boss encounters?

Atm if they die they will release making it impossible to ress then and bring them back into the fight.
 
[Trinity] Town Portal timer finished
Exception when terminating bot thread. System.NullReferenceException: Object reference not set to an instance of an object.
at Trinity.XmlTags.TrinityTownPortal.<CreateBehavior>b__13(Object ret)
at Zeta.TreeSharp.WaitContinue..()
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.Decorator..()
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.Sequence..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.Sequence..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.Sequence..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.Sequence..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.Sequence..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.Sequence..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.Sequence..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.Sequence..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.Sequence..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.Sequence..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.Sequence..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.Sequence..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.Sequence..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.Sequence..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.Sequence..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.Sequence..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.Sequence..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.Sequence..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.Sequence..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.Sequence..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.Sequence..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.Sequence..()
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.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.()

Everytime one of these Null exceptions show up on the leader, the bot stops (for 5 minutes+)

https://dl.dropboxusercontent.com/u/9634356/2740 2014-05-01 01.27.txt

Link to log.

Thanks
 
To add to that...

What is this?

[YetAnotherRelogger] Replacing BotBehavior TreeHook
[SimpleFollow] Replacing BotBehavior TreeHook (15143.87)

This literally slows down my leader bot down a crawl.
Every command is executed with a 10second delay.

I watched it do a town run where it waits 30seconds between executing each stashing and selling action.
Took 10-15minutes to do a single town run.

Seems like the delay increases with time too...

Stopping and starting the bot just freezes DB.
 
also Simple Follow needs to have an overide function, atm "Botsonfollow" will run to the ends of the earth looting, killing mobs, klicking on shite instead of acctually follow the master, i have put trinity mob triggers to a minimum, if i set it lower they will not fight instead :)

And playing as i do manually playing the master 60-70% of the time in open areas is me who follows the BOTS :)
 
also Simple Follow needs to have an overide function, atm "Botsonfollow" will run to the ends of the earth looting, killing mobs, klicking on shite instead of acctually follow the master, i have put trinity mob triggers to a minimum, if i set it lower they will not fight instead :)

And playing as i do manually playing the master 60-70% of the time in open areas is me who follows the BOTS :)

I don't think its possible to completely have followers with leader 100% of the time unless they are not picking up any loot or combating any monsters. Because followers may be attacking monsters that run another direction from what the leader is fighting, then another monster near the one the follower chased is within his combat radius so it attacks that way. In the above scenario - for the follower to go back to the leader it would have to break combat and basically temp blacklist whatever it was attacking or whatever loot he was pursuing to return to the leader. The only thing you can do is just fine tune the settings on your followers to reduce this from happening.

Click the link below: Just a few tips to help keep followers with the leader:
http://www.thebuddyforum.com/demonb...w-multi-bot-party-plugin-108.html#post1490371
 
Does not currently work for rifts at all.

Problem is very very easily reproduced.

Would complete first rift fine, second rift would hang at town run.

As time goes on, the bot gets exponentially slower.
e.g.
Leader would do a town run, it would take 10 seconds before it starts casting town portal. Very noticeable because all followers would town portal right away but leader is heavily delayed.
It would take 9 years to salvage/vendor items at the vendor after the first rift, while followers all do so fine.

This currently also makes followers lag horrendously. To the point where they would fall behind a lot even when having 20-30% higher MS than the leader.

These issues are all extremely easy to reproduce, just let the bot do a rift or two.

All you will see afterwards is
[SimpleFollow] Replacing BotBehavior TreeHook (14748.84)
and messages like that.

I really want this to work, but it just doesn't at this point :(

Also:
[SimpleFollow] Teleporting to leader: Leader distance is over 300
[SimpleFollow] Replacing BotBehavior TreeHook (5046.29)
[SimpleFollow] Teleporting to leader: Leader distance is over 300
[SimpleFollow] Replacing BotBehavior TreeHook (5041.29)
[Trinity] Your bot got stuck! Trying to unstuck (attempt #1 of 10 attempts) Act="OpenWorld" questId="312429" stepId="2" worldId="288454"
[SimpleFollow] Teleporting to leader: Leader distance is over 300
[SimpleFollow] Replacing BotBehavior TreeHook (5033.29)
[Trinity] Your bot got stuck! Trying to unstuck (attempt #2 of 10 attempts) Act="OpenWorld" questId="312429" stepId="2" worldId="288454"
[SimpleFollow] Teleporting to leader: Leader distance is over 300
[SimpleFollow] Replacing BotBehavior TreeHook (5057.29)
[SimpleFollow] Teleporting to leader: Leader distance is over 300
[SimpleFollow] Replacing BotBehavior TreeHook (5085.29)
[SimpleFollow] Teleporting to leader: Leader distance is over 300
[SimpleFollow] Replacing BotBehavior TreeHook (5066.29)
 
Last edited:
I hacked in a fix for rifting and bounties a few weeks ago. I'll post my files when I get home from work.
 
I have the plugin set up and all and my follower will follow me through the dungeons but thats it he doesnt do a combat routine if anyone could help me i would greatly appreciate it.
 
I have the plugin set up and all and my follower will follow me through the dungeons but thats it he doesnt do a combat routine if anyone could help me i would greatly appreciate it.

Please attach logs from your follower. (If that is the one you are having problems with)
 
This is specific to Glancey's simplefollow for Ghom. I noticed a behavior which might or might not be normal

with 3 players total in the party, the social screen is open most of the time, but with 4 players in the party, the social screen is not opened.

with 3 players occasionally i would get a msg in DB saying waiting for 1 follower or waiting for 2 follower, but when i have a full party of 4 players, i never get a warning, and the leaderbot will proceed directly to making a new game for the timer set in, regardless if the followers are back to the menu screens.

Is this something inherent to simplefollow?

I am also trying to figure out what might cause a leaderbot to crash, the logs don't show anything because the leader Diablo 3 would just either Close, or it would freeze and close, and DB would close afterwards. Sometimes the profiles could run 200 games without a issue, but sometimes it crashes after 10 games. There are no deaths of any members of the party when this happens.

Is there anything in simplefollow coding that affects the leaderbot differently? or could this be trinity related? The only other plugin i have enabled is trinity, with the trinity unstuckme turned off. Quest tools is turned off for ghom.
 
Last edited:
Modified Code for Bounties and Rifts

I'll make this quick...

Download the attached files and place them in the DemonBuddy/Plugins/SimpleFollow folder.

This fixes followers not teleporting to the leader when required.

Bugs: When Follower does a TownRun in act 5 the storage chest is too far away from the banners and teleporting back to the leader breaks. Highly suggest only looting legendaries on Followers when running bounties on days where the default zone is A5.
 

Attachments

Same problem as Hajkfas !!

Leader DB session gets lots of:
[YetAnotherRelogger] Replacing BotBehavior TreeHook
[SimpleFollow] Replacing BotBehavior TreeHook (15143.87)
[YetAnotherRelogger] Replacing BotBehavior TreeHook
[SimpleFollow] Replacing BotBehavior TreeHook (15143.87)
[YetAnotherRelogger] Replacing BotBehavior TreeHook
[SimpleFollow] Replacing BotBehavior TreeHook (15143.87)
[YetAnotherRelogger] Replacing BotBehavior TreeHook
[SimpleFollow] Replacing BotBehavior TreeHook (15143.87)
[YetAnotherRelogger] Replacing BotBehavior TreeHook
[SimpleFollow] Replacing BotBehavior TreeHook (15143.87)

==> it uses so much cpu that it lags the hell out of my computer!

I tried without RYAR, and it solves the problem, but i really need a relogger ;)

Any solution? or another relogger maybe someone tried with success?


Thx
 
i have problem sometime followers teleport to otcher followers and leader play solo i need know how to make allways followers teleport to leader! plz help ^^
 
i have problem sometime followers teleport to otcher followers and leader play solo i need know how to make allways followers teleport to leader! plz help ^^

Happens when the leader icon isn't the second from the top on the follower screens. Why that happens? I'm not entirely sure. Has to do with leader leaving game or disconnecting or something. Basically I think simplefollow assumes the second from the top player icon is the leader and uses that to teleport.
 
this is the only part I modified in Composites.cs, it prevents the instant resume of followers in other party when the leader is on a new game. So far it works with Rift 0.7 when inactivity is trip'd:

private static DateTime lastResumeGame = DateTime.MinValue;

internal static RunStatus FollowerOutOfGameCheck()
{
..............
if (DateTime.UtcNow.Subtract(lastResumeGame).TotalMilliseconds > 10000 && !ZetaDia.IsInGame && SimpleFollow.Leader.IsInGame && GameUI.ElementIsVisible(GameUI.PartySlot2Icon, "Party Slot 2 Icon"))
{
lastResumeGame = DateTime.UtcNow;

SimpleFollow.Log("We are Out of game, Leader is In Game - Resuming game");
 
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