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Trinity 2.1.15 and QuestTools 2.1.36

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Changed HandleTarget to use RunStatus again (no more coroutines)
HandleTarget will now MoveStop when the selected Power is SNOPower.Walk and the distance is < 2f
i believe the stop movement bug has to do with the changed HandleTarget
 
The ideal combat for a Raekor barb would be to keep charging and ignoring the elites unless they're under a certain percent, to just plow through everything until it gets to the rift guardian. I can't seem to get my guy to ignore the trash mobs even when I set my trash pack size to 8 even 10+ and ignore elites is on. He still prioritizes elites and kills certain mobs for sure even though "Force kill summoners" is unchecked. I don't know if logs would help but if they would I could get them. I'm not sure if maybe it's a profile thing that's making it ignore my trinity sliders? Thanks for any help!
EDIT: I noticed with ignore rare/unique it won't use WOTB or COTA on the rift guardian but still does the rest of the abilities. It would be amazing if there was a way for me to setup trinity to use COTA and WOTB on the rift guardian yet ignore the normal elites.
 
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Agreed about LoS.

ClusterExists used for skills uses NearbyUnitsWithinDistance which uses u.HasBeenInLoS. Removing ClusterExists from skills or the LoS check in the unit count allows the character to use blizzard/blackhole/bombardment in trials.
Looks like you guys are right
 
Hey what could be the problem, that my wiz didnt kite ? And go in the mobs and use autoattacks ?
 
Hey what could be the problem, that my wiz didnt kite ? And go in the mobs and use autoattacks ?

Any additional info?

Tho based on the entire thread, I'd assume your using a build that relies on ClusterExists targeting such as Hydra/Blizzard/Blackhole build with no dedicated single target skill also this should only happen in Rift trials or Cursed events. Does this sound about right?
 
Any additional info?

Tho based on the entire thread, I'd assume your using a build that relies on ClusterExists targeting such as Hydra/Blizzard/Blackhole build with no dedicated single target skill also this should only happen in Rift trials or Cursed events. Does this sound about right?

This is it :) Is there a way to fix this ?
 
This is it :) Is there a way to fix this ?


Okay, quick fix would be to change TrinityCacheObject.cs

From
Code:
        public int NearbyUnitsWithinDistance(float range = 5f)
        {
            using (new Technicals.PerformanceLogger("CacheObject.UnitsNear"))
            {
                if (this.Type != GObjectType.Unit)
                    return 0;

                return Trinity.ObjectCache
                    .Count(u => u.RActorGuid != this.RActorGuid && u.IsUnit && u.Position.Distance2D(this.Position) <= range && u.HasBeenInLoS);
            }
        }

To
Code:
        public int NearbyUnitsWithinDistance(float range = 5f)
        {
            using (new Technicals.PerformanceLogger("CacheObject.UnitsNear"))
            {
                if (this.Type != GObjectType.Unit)
                    return 0;

                return Trinity.ObjectCache
                    .Count(u => u.RActorGuid != this.RActorGuid && u.IsUnit && u.Position.Distance2D(this.Position) <= range);
            }
        }


Now, take note that this might cause issues for other skills and also make DB attempt to attack mobs that have never been in it's LOS.


Personally I run Arcane Torrent - Fire Ward instead of hydra, it's fast at getting the DOT on a single mob like a RG, also it's got the damage reduction while casting (15%-25%)



Edit: Reason

Currently the RefreshObject.cs - RefreshStepIgnoreLoS, is forcing LOS in certain curcumstances such as Curse events and Trials, YET when it forces the LoS it doesn't add the RActorGuid to the HasBeenInLoS.

I'll have a look at doing a fix to the RefreshObject.cs and post it.
View attachment RefreshObject.cs - Seems to do the job without the above fix being needed.
 
Last edited:
Okay, quick fix would be to change TrinityCacheObject.cs

From
Code:
        public int NearbyUnitsWithinDistance(float range = 5f)
        {
            using (new Technicals.PerformanceLogger("CacheObject.UnitsNear"))
            {
                if (this.Type != GObjectType.Unit)
                    return 0;

                return Trinity.ObjectCache
                    .Count(u => u.RActorGuid != this.RActorGuid && u.IsUnit && u.Position.Distance2D(this.Position) <= range && u.HasBeenInLoS);
            }
        }

To
Code:
        public int NearbyUnitsWithinDistance(float range = 5f)
        {
            using (new Technicals.PerformanceLogger("CacheObject.UnitsNear"))
            {
                if (this.Type != GObjectType.Unit)
                    return 0;

                return Trinity.ObjectCache
                    .Count(u => u.RActorGuid != this.RActorGuid && u.IsUnit && u.Position.Distance2D(this.Position) <= range);
            }
        }


Now, take note that this might cause issues for other skills and also make DB attempt to attack mobs that have never been in it's LOS.


Personally I run Arcane Torrent - Fire Ward instead of hydra, it's fast at getting the DOT on a single mob like a RG, also it's got the damage reduction while casting (15%-25%)



Edit: Reason

Currently the RefreshObject.cs - RefreshStepIgnoreLoS, is forcing LOS in certain curcumstances such as Curse events and Trials, YET when it forces the LoS it doesn't add the RActorGuid to the HasBeenInLoS.

I'll have a look at doing a fix to the RefreshObject.cs and post it.
View attachment 143507 - Seems to do the job without the above fix being needed.
Looks like you beat me to it
 
Okay after having a look around and remembering poking the wizardcombat a few times...

You have no usable skills when you've cast blizzard+hydra+blackhole, default response is 'punch that fucker in the head' (yup thats the technical term) skill, which requires that you be... well in melee range and understandably doesn't work with kiting so you either run in like a mad man/woman punching and stay there OR run back and forth like your ass is on fire...

TLDR; Use at least one single target skill without cooldown/cost while botting.
 
Does anyone have any issues with mallet lords? My bot freaks out when there is a mallet lord running in and out like its trying to avoid the swings is there a way to turn this functionality off?
 
Does anyone have any issues with mallet lords? My bot freaks out when there is a mallet lord running in and out like its trying to avoid the swings is there a way to turn this functionality off?

The only way I've found to stop this - Is to uncheck "Attempt to Avoid AoE" - Note: That means it will also stop trying to avoid things like Arcane Enchants and Molten Cores.
 
i have the same issue that some people related, bot stands still face to face with mobs and sometimes out of combat, no matter the profile
 
trinity 2.1.13 and questtools 2.1.32 together works at the moment best for me.
with questtools 2.1.36 bot stops work while questtools is generating new routes.
that can kill your character when questtools starts generating route while fighting.

edit: i found out that questtools 2.1.36 movement work a little bit better when u check "force route mode" in questtools config and select "WeightedNearestUnvisited"
 
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trinity 2.1.13 and questtools 2.1.32 together works at the moment best for me.
with questtools 2.1.36 bot stops work while questtools is generating new routes.
that can kill your character when questtools starts generating route while fighting.

edit: i found out that questtools 2.1.36 movement work a little bit better when u check "force route mode" in questtools config and select "WeightedNearestUnvisited"

ty for the tip , i am gonna roll a new hc char!
 
trinity 2.1.13 and questtools 2.1.32 together works at the moment best for me.
with questtools 2.1.36 bot stops work while questtools is generating new routes.
that can kill your character when questtools starts generating route while fighting.

edit: i found out that questtools 2.1.36 movement work a little bit better when u check "force route mode" in questtools config and select "WeightedNearestUnvisited"

Well i'll give it ago >.>
 
rrrix1 returned back :cool:
2.1.14 is below
Already soon
thx man) wait for changelog and release
 
rrrix1 returned back :cool:
2.1.14 is below
Already soon
thx man) wait for changelog and release

looks like changes are

Fixed health globes/avoidance/etc combat movement not working
Cleaned up HandleTarget special movement code
Units in Trial rifts are now always "raycastable"
Removed old unused backtracking code from HandleTarget
Minimap markers can now be blacklisted for 60 seconds
 
Is it normal for gold timer to trip if i pause the bot in town to check legendaries and upgrade gear? Everytime I do that and unpause for the bot to continue its business, it will leave the game saying the gold timer tripped. I never had that problem before... always was able to unpause and it would continue where it left off.
 
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