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Trinity 2.1.5 and QuestTools 2.1.18

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Why does my demon hunter die so much? Just keeps standing in stuff and dies as much as 15-20 times per hour on Torment 4. Tried a clean install and still doesnt avoid certain things. I even went as far as getting Blackthornes 4 piece bonus to be immune to ground effects from elites and have all the passives to come back from death etc...

I should be able to clear high torments without difficulty since I have 6 piece marauders. Is this a problem with Trinity not avoiding? Also noticed that the bot often skips chests and does not open them... mostly in act V type environments.
 
New errors seem to pop up with the new quest tools, anyone know about this? It doesn't crash, just flood red error text on db..

"System.Exception: Only part of a ReadProcessMemory or WriteProcessMemory request was completed, at addr: 0000005C, Size: 4
at GreyMagic.ExternalProcessMemory.ReadByteBuffer(IntPtr addr, Void* buffer, Int32 count)
at GreyMagic.MemoryBase.Read[T](IntPtr addr)
at Zeta.Game.Internals.FastAttribGroupsEntry.GetAttribute[T](Int32 attribute)
at Zeta.Game.Internals.Actors.ACD.GetAttribute[T](Int32 attribute)
at Zeta.Game.Internals.Actors.ACD.GetAttribute[T](ActorAttributeType attributeType)
at Zeta.Game.Internals.Actors.ACDItem.get_IsUnidentified()
at Zeta.Game.Internals.Actors.ACDItem.get_Name()
at Zeta.Bot.ItemStatistics.(Object , ItemLootedEventArgs )
at Zeta.Bot.GameEvents.[](EventHandler`1 , Object , )"
same
 
Why does my demon hunter die so much? Just keeps standing in stuff and dies as much as 15-20 times per hour on Torment 4. Tried a clean install and still doesnt avoid certain things. I even went as far as getting Blackthornes 4 piece bonus to be immune to ground effects from elites and have all the passives to come back from death etc...

I should be able to clear high torments without difficulty since I have 6 piece marauders. Is this a problem with Trinity not avoiding? Also noticed that the bot often skips chests and does not open them... mostly in act V type environments.


COMBAT >> MISC >> at the very bottom check everything to avoid stuff
 
Has the issue with the bot running around like a chicken with its head cut off in the butchers room been fixed yet? I'd like to bot rorg while I sleep.
 
Why does my demon hunter die so much? Just keeps standing in stuff and dies as much as 15-20 times per hour on Torment 4. Tried a clean install and still doesnt avoid certain things. I even went as far as getting Blackthornes 4 piece bonus to be immune to ground effects from elites and have all the passives to come back from death etc...

I should be able to clear high torments without difficulty since I have 6 piece marauders. Is this a problem with Trinity not avoiding? Also noticed that the bot often skips chests and does not open them... mostly in act V type environments.
How is your tps? My avoidance wont too but because of low tps. On 10-15 tps it works good but my tps drops always under 5 and bot stands still and dont attack. How can i get my tps higher tried trinity settings but these wont work
 
rrrix, a minor suggestion:

A reload button on each of the class page to allow us to reload the .cs file when we make modifications so that we don't have to restart DB completely to test our changes.
 
rrrix, a minor suggestion:
A reload button on each of the class page to allow us to reload the .cs file when we make modifications so that we don't have to restart DB completely to test our changes.
Then it has to be compiled and then full reload of Trinity DLL by demonbuddy, ask nesox!

but i would like to knwo how plugin developers debug.
 
rrrix, a minor suggestion:

A reload button on each of the class page to allow us to reload the .cs file when we make modifications so that we don't have to restart DB completely to test our changes.

+1 on this, would really speed testing mods on class.cs. :-D
For users: You can put -Key <DB KEY> in the shortcut properties window so it skips the login screen.
 
@rrrix
how to change code that Companion DH would be used on cd.
// Companion
if (!Player.IsIncapacitated && CombatBase.CanCast(SNOPower.X1_DemonHunter_Companion) && TargetUtil.EliteOrTrashInRange(30f) &&
Player.SecondaryResource >= 10)
{
return new TrinityPower(SNOPower.X1_DemonHunter_Companion, 0f, Vector3.Zero, CurrentWorldDynamicId, -1, 2, 1);
}
 
QT.MoveToObject seems to throw an error with that strange parameter in it :
It stops the movement completely.
hi @toNyx can you help with code? where change? Companion DH would be used on cd.
 
hi @toNyx can you help with code? where change? Companion DH would be used on cd.

Code:
// Use Wolf Howl
if (hasWolf && CombatBase.CanCast(SNOPower.X1_DemonHunter_Companion, CombatBase.CanCastFlags.NoTimer) && CurrentTarget.RadiusDistance < 25f)
{
       return new TrinityPower(SNOPower.X1_DemonHunter_Companion);
}

//EDIT//

Still encountering the issue with MoveToObject dist=0 that disable movement... every 10 minutes, unbottable.

Code:
WriteProcessMemory a été effectuée, at addr: 00000310, Size: 4
   à GreyMagic.ExternalProcessMemory.ReadByteBuffer(IntPtr addr, Void* buffer, Int32 count)
   à GreyMagic.MemoryBase.Read[T](IntPtr addr)
   à Zeta.Game.Internals.FastAttribGroupsEntry.GetAttribute[T](Int32 attribute)
   à Zeta.Game.Internals.Actors.ACD.GetAttribute[T](Int32 attribute)
   à Zeta.Game.Internals.Actors.ACD.GetAttribute[T](ActorAttributeType attributeType)
   à QuestTools.ProfileTags.Movement.MoveToObjective.<RefreshActorInfo>b__40(DiaUnit a)
   à System.Linq.Enumerable.WhereEnumerableIterator`1.MoveNext()
   à System.Linq.Buffer`1..ctor(IEnumerable`1 source)
   à System.Linq.OrderedEnumerable`1.<GetEnumerator>d__0.MoveNext()
   à System.Linq.Enumerable.FirstOrDefault[TSource](IEnumerable`1 source)
   à QuestTools.ProfileTags.Movement.MoveToObjective.RefreshActorInfo()
[COLOR="#FF0000"][MoveToObjective] MoveToObjective Error: marker=False actor=True/False completedInteracts=0 isPortal=False dist=0 interactRange=20[/COLOR]
 
Last edited:
2 suggestions: Use empathy only on elite packs, and disable picking up trial keys. Also DB counts trial keys as legendaries. Kinda weird when u see 10 legs / h ;P. I guess its db issue.
 
Last edited:
Code:
// Use Wolf Howl
if (hasWolf && CombatBase.CanCast(SNOPower.X1_DemonHunter_Companion, CombatBase.CanCastFlags.NoTimer) && CurrentTarget.RadiusDistance < 25f)
{
       return new TrinityPower(SNOPower.X1_DemonHunter_Companion);
}

//EDIT//

Still encountering the issue with MoveToObject dist=0 that disable movement... every 10 minutes, unbottable.

Code:
WriteProcessMemory a été effectuée, at addr: 00000310, Size: 4
   à GreyMagic.ExternalProcessMemory.ReadByteBuffer(IntPtr addr, Void* buffer, Int32 count)
   à GreyMagic.MemoryBase.Read[T](IntPtr addr)
   à Zeta.Game.Internals.FastAttribGroupsEntry.GetAttribute[T](Int32 attribute)
   à Zeta.Game.Internals.Actors.ACD.GetAttribute[T](Int32 attribute)
   à Zeta.Game.Internals.Actors.ACD.GetAttribute[T](ActorAttributeType attributeType)
   à QuestTools.ProfileTags.Movement.MoveToObjective.<RefreshActorInfo>b__40(DiaUnit a)
   à System.Linq.Enumerable.WhereEnumerableIterator`1.MoveNext()
   à System.Linq.Buffer`1..ctor(IEnumerable`1 source)
   à System.Linq.OrderedEnumerable`1.<GetEnumerator>d__0.MoveNext()
   à System.Linq.Enumerable.FirstOrDefault[TSource](IEnumerable`1 source)
   à QuestTools.ProfileTags.Movement.MoveToObjective.RefreshActorInfo()
[COLOR="#FF0000"][MoveToObjective] MoveToObjective Error: marker=False actor=True/False completedInteracts=0 isPortal=False dist=0 interactRange=20[/COLOR]
thx man + rep you)
 
Unticking Pickup "Blood Shards" doesn't seem to work. If my blood shards are full my character just circles like an idiot for a minute straight trying to pick up the shards on every run.
 
Unticking Pickup "Blood Shards" doesn't seem to work. If my blood shards are full my character just circles like an idiot for a minute straight trying to pick up the shards on every run.
Use Armory or kadalaspree plugin
 
Small bug i noticed since some days is that my Crusader keeps running back to think he hitted while he used Steed Charge. I dont know if anyone else noticed this but it kinda annoying since my cru is pretty much only dying because od that.
 
Code:
// Use Wolf Howl
if (hasWolf && CombatBase.CanCast(SNOPower.X1_DemonHunter_Companion, CombatBase.CanCastFlags.NoTimer) && CurrentTarget.RadiusDistance < 25f)
{
       return new TrinityPower(SNOPower.X1_DemonHunter_Companion);
}

//EDIT//

Still encountering the issue with MoveToObject dist=0 that disable movement... every 10 minutes, unbottable.

Code:
WriteProcessMemory a été effectuée, at addr: 00000310, Size: 4
   à GreyMagic.ExternalProcessMemory.ReadByteBuffer(IntPtr addr, Void* buffer, Int32 count)
   à GreyMagic.MemoryBase.Read[T](IntPtr addr)
   à Zeta.Game.Internals.FastAttribGroupsEntry.GetAttribute[T](Int32 attribute)
   à Zeta.Game.Internals.Actors.ACD.GetAttribute[T](Int32 attribute)
   à Zeta.Game.Internals.Actors.ACD.GetAttribute[T](ActorAttributeType attributeType)
   à QuestTools.ProfileTags.Movement.MoveToObjective.<RefreshActorInfo>b__40(DiaUnit a)
   à System.Linq.Enumerable.WhereEnumerableIterator`1.MoveNext()
   à System.Linq.Buffer`1..ctor(IEnumerable`1 source)
   à System.Linq.OrderedEnumerable`1.<GetEnumerator>d__0.MoveNext()
   à System.Linq.Enumerable.FirstOrDefault[TSource](IEnumerable`1 source)
   à QuestTools.ProfileTags.Movement.MoveToObjective.RefreshActorInfo()
[COLOR="#FF0000"][MoveToObjective] MoveToObjective Error: marker=False actor=True/False completedInteracts=0 isPortal=False dist=0 interactRange=20[/COLOR]

This always happens when there is a "kill x enemies" + "kill [unique mob]" quest if the unique is killed before all the x mobs are killed. Not sure if this is QT? Restarting the profile helps though this has to be done manually :/
 
I'm asking again because nobody bothered to answer me last time.

Have the pathing issues in the Butchers room been fixed? I'd like to be able to bot A1 bounties again.
 
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