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Rift Bot - Yet Another Rifting Profile!

I'm new to DB i know logs are necessary the post was more of a , anyone has this problem too ?

So for logs what log settings should be enabled for a full debug and find the issue?

Thank you.
 
Any idea about this problem? Where the bot is stuck at merchant when selling rares/blues? before encountering kadala and orek
Here is the log for the error.
Exception during bot tick.System.NullReferenceException: Object reference not set to an instance of an object.
at KadalaSpree.XCore.XActor.get_Position()
at KadalaSpree.XCore.X.Movement.Move(XActor actor, OnDestination arrived, OnMoved moved, OnFailed failed)
at KadalaSpree.XCore.X.Movement.Move(ActorName name, OnDestination arrived, OnMoved moved, OnFailed failed)
at KadalaSpree.XCore.XActor.MoveTo()
at KadalaSpree.Gamble.<CreateBehavior>b__4(Object ret)
at Zeta.TreeSharp.Action.RunAction(Object context)
at Zeta.TreeSharp.Action..()
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.Decorator..()
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 have this problem too using the newest version of kadalaspree. just use kadalaspree version 1.14, it works perfectly.
 
Using Act 4 bounties Rush.

error:
Code:
[MoveToObjective] Error: Could not find Objective Marker! 
[MoveToObjective] MoveToObjective Error: marker=False actor=False/False completedInteracts=0 isPortal=False dist=0 interactRange=20

Location:

The silver spire level 1- Kill izual

http://i.imgur.com/22ewFQK.png

22ewFQK.webp


More information, happened after death.

Important log part:

Code:
15:51:02.817 INFO  Logger [BotEvents] Player died! Position=<595.3203, 282.1321, 0.1> QuestId=312429 StepId=2 WorldId=214956
15:51:02.818 INFO  BrainBehavior Clicked revive at last checkpoint button
15:51:07.039 DEBUG GridSegmentation ========== Grid segmentation resetting!!! ============
15:51:07.039 DEBUG ProfileOrderManager Resetting current behavior.
15:51:07.040 DEBUG ProfileOrderManager Calling OnDone() on current behavior. SafeMoveToTag: IsDone: False, PathPrecision: 10, StraightLinePathing: False, UseNavigator: False, X: 583, Y: 558, Z: 0, Position: <583, 558, 0>, PathPointLimit: 250, Timeout: 180, AllowLongDistance: False, QuestId: 1, StepId: 2, QuestName: Quest Id: 1, IgnoreReset: False, IsDoneCache: False, Behavior: Zeta.TreeSharp.Sequence, 
15:51:07.040 DEBUG BrainBehavior Revived at checkpoint, resetting profile caches
15:51:07.040 DEBUG DefaultNavigationProvider Navigator.Clear
15:51:07.119 INFO  ToggleTargetingTag ToggleTargeting, new values: Looting:True LootRadius:150 Combat:True KillRadius:80
15:51:07.120 DEBUG TreeHooks Replaced hook [ProfileOrderBehavior_Hook] 12ac35db-cd42-4c21-80a3-70bf8337be24
15:51:07.180 INFO  ToggleTargetingTag ToggleTargeting, new values: Looting:True LootRadius:50 Combat:True KillRadius:45
15:51:07.181 DEBUG TreeHooks Replaced hook [ProfileOrderBehavior_Hook] bab94aaf-161f-432e-9aaf-5d1e1f7978d4
15:51:07.281 DEBUG TreeHooks Replaced hook [ProfileOrderBehavior_Hook] 0704340a-7cf9-4f0a-899b-e2edeb871e47
15:51:07.844 DEBUG TreeHooks Replaced hook [ProfileOrderBehavior_Hook] 62fdc060-c26e-44ff-851f-bfa461360e7a
15:51:08.391 DEBUG TreeHooks Replaced hook [ProfileOrderBehavior_Hook] 5759184f-d025-4da7-b7aa-071b1a59a78e
15:51:08.918 DEBUG TreeHooks Replaced hook [ProfileOrderBehavior_Hook] b9f8eb23-f446-433f-b089-5fa738d06863
15:51:09.492 DEBUG TreeHooks Replaced hook [ProfileOrderBehavior_Hook] 2d4863c4-6762-413b-afd8-b74b7d7cd884
15:51:09.497 INFO  Logger [MoveToObjective] Error: Could not find Objective Marker! 
15:51:09.498 ERROR Logger [MoveToObjective] MoveToObjective Error: marker=False actor=False/False completedInteracts=0 isPortal=False dist=0 interactRange=20
15:51:09.566 INFO  Logger [MoveToObjective] Error: Could not find Objective Marker! 
15:51:09.566 ERROR Logger [MoveToObjective] MoveToObjective Error: marker=False actor=False/False completedInteracts=0 isPortal=False dist=0 interactRange=20
15:51:09.659 INFO  Logger [MoveToObjective] Error: Could not find Objective Marker! 
15:51:09.659 ERROR Logger [MoveToObjective] MoveToObjective Error: marker=False actor=False/False completedInteracts=0 isPortal=False dist=0 interactRange=20
15:51:09.724 INFO  Logger [MoveToObjective] Error: Could not find Objective Marker! 
15:51:09.724 ERROR Logger [MoveToObjective] MoveToObjective Error: marker=False actor=False/False completedInteracts=0 isPortal=False dist=0 interactRange=20
15:51:09.826 INFO  Logger [MoveToObjective] Error: Could not find Objective Marker! 
15:51:09.826 ERROR Logger [MoveToObjective] MoveToObjective Error: marker=False actor=False/False completedInteracts=0 isPortal=False dist=0 interactRange=20
15:51:09.898 INFO  Logger [MoveToObjective] Error: Could not find Objective Marker! 
15:51:09.899 ERROR Logger [MoveToObjective] MoveToObjective Error: marker=False actor=False/False completedInteracts=0 isPortal=False dist=0 interactRange=20
15:51:09.990 INFO  Logger [MoveToObjective] Error: Could not find Objective Marker! 
15:51:09.990 ERROR Logger [MoveToObjective] MoveToObjective Error: marker=False actor=False/False completedInteracts=0 isPortal=False dist=0 interactRange=20
15:51:10.214 INFO  Logger [MoveToObjective] Error: Could not find Objective Marker! 
15:51:10.215 ERROR Logger [MoveToObjective] MoveToObjective Error: marker=False actor=False/False completedInteracts=0 isPortal=False dist=0 interactRange=20
15:51:10.259 INFO  Logger [MoveToObjective] Error: Could not find Objective Marker! 
15:51:10.260 ERROR Logger [MoveToObjective] MoveToObjective Error: marker=False actor=False/False completedInteracts=0 isPortal=False dist=0 interactRange=20
15:51:10.365 INFO  Logger [MoveToObjective] Error: Could not find Objective Marker! 
15:51:10.365 ERROR Logger [MoveToObjective] MoveToObjective Error: marker=False actor=False/False completedInteracts=0 isPortal=False dist=0 interactRange=20
15:51:10.430 INFO  Logger [MoveToObjective] Error: Could not find Objective Marker! 
15:51:10.430 ERROR Logger [MoveToObjective] MoveToObjective Error: marker=False actor=False/False completedInteracts=0 isPortal=False dist=0 interactRange=20
15:51:10.548 INFO  Logger [MoveToObjective] Error: Could not find Objective Marker! 
15:51:10.549 ERROR Logger [MoveToObjective] MoveToObjective Error: marker=False actor=False/False completedInteracts=0 isPortal=False dist=0 interactRange=20
15:51:10.606 INFO  Logger [MoveToObjective] Error: Could not find Objective Marker! 
15:51:10.607 ERROR Logger [MoveToObjective] MoveToObjective Error: marker=False actor=False/False completedInteracts=0 isPortal=False dist=0 interactRange=20
15:51:10.778 INFO  Logger [MoveToObjective] Error: Could not find Objective Marker! 
15:51:10.779 ERROR Logger [MoveToObjective] MoveToObjective Error: marker=False actor=False/False completedInteracts=0 isPortal=False dist=0 interactRange=20
15:51:10.838 INFO  Logger [MoveToObjective] Error: Could not find Objective Marker! 
15:51:10.839 ERROR Logger [MoveToObjective] MoveToObjective Error: marker=False actor=False/False completedInteracts=0 isPortal=False dist=0 interactRange=20

On DB dump:
QuestId : 312429
StepId : 2

it says kill izual but on profile Izual id is different is this normal?

Dump Objects:
[1DBF1BC0] GizmoType: Checkpoint Name: Checkpoint-19562 ActorSNO: 3795 Distance: 0.1316572 Position: <357.9285, 635.8323, -1.580032> Barracade: False Radius: 5.830952 // Where it ressurected
[1DBF3E20] GizmoType: BossPortal Name: BossPortal_Izual-19570 ActorSNO: 225195 Distance: 27.93998 Position: <359.8852, 607.9734, -0.6158581> Barracade: False Radius: 14.75969
[1DBF4F50] GizmoType: PortalDestination Name: Start_Location_0-19574 ActorSNO: 5502 Distance: 37.27456 Position: <358.3914, 598.5888, 0> Barracade: False Radius: 6.631498


If just a question of change the Quest ID ? How to dump all quests id's ?

It needs to click the Great Span but lost the objective?
How do you fix this, explain so i can fixing others errors that appear , thank you.


// Update for now i did this to fix:

Code:
<!-- Kill Izual-->
	<If condition="HasQuest(361421) or HasQuest(31249)">
 
Last edited:
I'm not really supporting the bounty part of the profile but I will take a look when I find the motivation to do so.

Other than that, is there any problems with the rifting part of the profile? I've been running rifts now for 10 hours and the bot have only quit the game twice without the guardian spawning. Reason was that the entrance and exit portal was close to eachother and the bot skips an entire level.
 
Last edited:
I'm not really supporting the bounty part of the profile but I will take a look when I find the motivation to do so.

Other than that, is there any problems with the rifting part of the profile? I've been running rifts now for 10 hours and the bot have only quit the game twice without the guardian spawning. Reason was that the entrance and exit portal was close to eachother and the bot skips an entire level.
[emoji106] good work mate!
 
I'm not really supporting the bounty part of the profile but I will take a look when I find the motivation to do so.

Other than that, is there any problems with the rifting part of the profile? I've been running rifts now for 10 hours and the bot have only quit the game twice without the guardian spawning. Reason was that the entrance and exit portal was close to eachother and the bot skips an entire level.


ah mate can you look into this map

bot got problems here find the right way and db/trinity shouts stucks error on mass

imgur: the simple image sharer

View attachment 2832 2014-07-01 10.42 - Kopie.txt
 
DemonBuddy have problems with Bastion Keep maps. You know this. Says so in my first post. :)
 
I have not had a problem with it, watched it 2 times so maybe need to run a few more to be sure. But been running for 24 hours now just rifts so it probably done more than what I watched,

On a side note, is there a way, instead of leaving the game after doing a rift, to just have the bot sit in town until the timer counts and open a new rift?
 
wow I come back a week later and see like 6 new versions.

Thanks :) Time to update
 
I have problems with not finding path in some rifts and it walks just around .

Here is one of them.

Map viewer:
http://i.imgur.com/SnKlj1E.png

View attachment 134538

The bot started to circle around the path but never going further than that current player location then it would go around the entire map again.

Log:
http://pastebin.com/raw.php?i=U1BGW9jW


Who can fix this? Dev's with mesh navigation or is part of how trinity determines path to go next? Why it visit nodes isolated when backtracking? This confuses me it should select nodes in a region not visited yet and not isolated ones.
 
I have problems with not finding path in some rifts and it walks just around .

Here is one of them.

Map viewer:
http://i.imgur.com/SnKlj1E.png

View attachment 134538

The bot started to circle around the path but never going further than that current player location then it would go around the entire map again.

Log:
http://pastebin.com/raw.php?i=U1BGW9jW


Who can fix this? Dev's with mesh navigation or is part of how trinity determines path to go next? Why it visit nodes isolated when backtracking? This confuses me it should select nodes in a region not visited yet and not isolated ones.

The box exploring is a DemonBuddy feature. Quest Tools determines the logic of how to use it. The issue you're having I can fix with some box value changes in the profile.
 
I have alot of Rifts atm that i end due to gold inactivity time.

A good way to find all those problems was if mapviewer could be open when bot is running if that was possible would record with OBS, DB window + D3 + Mapviewer and then when on the pc use log file to find when it exited, go back to recorded file ( 3000KB/s with OBS is not that big of a file) and see where the problem occurs .

Since map viewer doesn't work with db running maybe is possible to use EnigmaD3 at same time ?
 
I have alot of Rifts atm that i end due to gold inactivity time.

A good way to find all those problems was if mapviewer could be open when bot is running if that was possible would record with OBS, DB window + D3 + Mapviewer and then when on the pc use log file to find when it exited, go back to recorded file ( 3000KB/s with OBS is not that big of a file) and see where the problem occurs .

Since map viewer doesn't work with db running maybe is possible to use EnigmaD3 at same time ?

The support for live map viewing will never be supported in DemonBuddy. I have no experience with EnigmaD3 so I couldn't tell you.

I've been running the bot for 24 hours now and the gold inactivity have yet to trigger for me. I have it set to 240 seconds.
 
I get lots of these errors.

[Trinity][Performance] Execution of HandleTarget.HandleBasicMovement took 1508.45ms.
[Trinity][Performance] Execution of HandleTarget took 1516.46ms.
[Trinity] Your bot got stuck! Trying to unstuck (attempt #7 of 10 attempts) Act="OpenWorld" questId="312429" stepId="2" worldId="288454"
[Trinity] Your bot got stuck! Trying to unstuck (attempt #8 of 10 attempts) Act="OpenWorld" questId="312429" stepId="2" worldId="288454"
[Trinity][Performance] Execution of Navigator.MoveTo took 1505.47ms.
[Trinity] Navigator UnstuckAttempt dest=x="581" y="405" z="0" (Name=a3dun_Keep_Barrel_B_Breakable Dist=16 IsElite=False LoS=True HP=-1.00 Dir=NW) duration=1506 distance=17
[Trinity][Performance] Execution of HandleTarget.HandleBasicMovement took 1506.78ms.
[Trinity][Performance] Execution of HandleTarget took 1514.66ms.
[Trinity] Your bot got stuck! Trying to unstuck (attempt #9 of 10 attempts) Act="OpenWorld" questId="312429" stepId="2" worldId="288454"
[Trinity] Your bot got stuck! Trying to unstuck (attempt #10 of 10 attempts) Act="OpenWorld" questId="312429" stepId="2" worldId="288454"
[Trinity][Performance] Execution of Navigator.MoveTo took 1505.93ms.
[Trinity] Navigator UnstuckAttempt dest=x="579" y="402" z="0" (Name=a3dun_Keep_Barrel_B_Breakable Dist=19 IsElite=False LoS=True HP=-1.00 Dir=NW) duration=1508 distance=20
[Trinity][Performance] Execution of HandleTarget.HandleBasicMovement took 1508.75ms.
[Trinity][Performance] Execution of HandleTarget took 1516.83ms.
[Trinity] Unstucking measures failed. Now stopping Trinity unstucker for 12 minutes to inactivity timers to kick in or DB to auto-fix.
[Trinity][Performance] Execution of Navigator.MoveTo took 1504.31ms.
[Trinity] Navigator UnstuckAttempt dest=x="579" y="402" z="0" (Name=a3dun_Keep_Barrel_B_Breakable Dist=19 IsElite=False LoS=True HP=-1.00 Dir=NW) duration=1505 distance=20
[Trinity][Performance] Execution of HandleTarget.HandleBasicMovement took 1505.66ms.
[Trinity][Performance] Execution of HandleTarget took 1513.91ms.
Exception during bot tick.System.OutOfMemoryException: Exception of type 'System.OutOfMemoryException' was thrown.
at System.Collections.Generic.List`1.set_Capacity(Int32 value)
at System.Collections.Generic.List`1.EnsureCapacity(Int32 min)
at System.Collections.Generic.List`1.Add(T item)
at Zeta.Bot.Pathfinding.PathFinder.FindPath(Point startPoint, Point endPoint, Boolean includeDiagonals, Int32 maxMilliseconds, Boolean allowPartialPaths)
at Zeta.Bot.Navigation.DefaultNavigationProvider.(Vector3 , Boolean )
at Zeta.Bot.Navigation.DefaultNavigationProvider.GeneratePath(Vector3 destination, String destinationName, Boolean useRaycast)
at Zeta.Bot.Navigation.DefaultNavigationProvider.MoveTo(Vector3 destination, String destinationName, Boolean useRaycast)
at Zeta.Bot.Navigation.Navigator.MoveTo(Vector3 destination, String destinationName, Boolean useRaycast)
at QuestTools.ProfileTags.ExploreDungeonTag.MoveToNextNode()
at QuestTools.ProfileTags.ExploreDungeonTag.<CreateBehavior>b__1b(Object ret)
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.PrioritySelector..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.DecoratorContinue..()
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.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.()

Exception during bot tick.System.OutOfMemoryException: Exception of type 'System.OutOfMemoryException' was thrown.
at System.Collections.Generic.List`1.set_Capacity(Int32 value)
at System.Collections.Generic.List`1.EnsureCapacity(Int32 min)
at System.Collections.Generic.List`1.Add(T item)
at Zeta.Bot.Pathfinding.PathFinder.FindPath(Point startPoint, Point endPoint, Boolean includeDiagonals, Int32 maxMilliseconds, Boolean allowPartialPaths)
at Zeta.Bot.Navigation.DefaultNavigationProvider.(Vector3 , Boolean )
at Zeta.Bot.Navigation.DefaultNavigationProvider.GeneratePath(Vector3 destination, String destinationName, Boolean useRaycast)
at Zeta.Bot.Navigation.DefaultNavigationProvider.MoveTo(Vector3 destination, String destinationName, Boolean useRaycast)
at Zeta.Bot.Navigation.Navigator.MoveTo(Vector3 destination, String destinationName, Boolean useRaycast)
at QuestTools.ProfileTags.ExploreDungeonTag.MoveToNextNode()
at QuestTools.ProfileTags.ExploreDungeonTag.<CreateBehavior>b__1b(Object ret)
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.PrioritySelector..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.DecoratorContinue..()
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.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.()
 
Very excellent rift bot, very little backtracking or getting stuck.

Does anyone know how to make the bot first prioritize chests then combat? I see that the bot often ignores chests and instead proceed to the next mob/elite in near vicinity. Tried tweaking trinity settings, setting loot to 60 and lowering trash/elite fight range. But it doesn't seem to help.
 
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