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Demon Hunter - M6 Cold + Rocket Build

Thanks for this, I just started playing DH so these tips are great. However I added some code to your DemonHunterCombat.cs:

Code:
        private static TrinityPower GetCombatAvoidancePower()
        {
[COLOR="#FF0000"]            if (!Player.IsIncapacitated && CombatBase.CanCast(SNOPower.DemonHunter_Sentry, CombatBase.CanCastFlags.NoTimer) &&
               TargetUtil.AnyMobsInRange(75) &&
               Player.PrimaryResource >= 30)
            {
                return new TrinityPower(SNOPower.DemonHunter_Sentry, 75f, TargetUtil.GetBestClusterPoint(35f, 75f, false));
            }[/COLOR]
			
	return null;
        }

Makes him put out sentries while avoiding as I observed him just kiting/avoiding while sentry was off cooldown too many times. Seems to work great for me.
 
Thanks for this, I just started playing DH so these tips are great. However I added some code to your DemonHunterCombat.cs:

Code:
        private static TrinityPower GetCombatAvoidancePower()
        {
[COLOR="#FF0000"]            if (!Player.IsIncapacitated && CombatBase.CanCast(SNOPower.DemonHunter_Sentry, CombatBase.CanCastFlags.NoTimer) &&
               TargetUtil.AnyMobsInRange(75) &&
               Player.PrimaryResource >= 30)
            {
                return new TrinityPower(SNOPower.DemonHunter_Sentry, 75f, TargetUtil.GetBestClusterPoint(35f, 75f, false));
            }[/COLOR]
			
	return null;
        }

Makes him put out sentries while avoiding as I observed him just kiting/avoiding while sentry was off cooldown too many times. Seems to work great for me.

Scratch that, add this to HandleTarget.cs and Sentry will forever be spammed:

Code:
if (!Player.IsIncapacitated 
	&& CombatBase.CanCast(SNOPower.DemonHunter_Sentry, CombatBase.CanCastFlags.NoTimer) 
	&& TargetUtil.AnyMobsInRange(75,1,false) 
	&& Player.PrimaryResource >= 30)
{
	Logger.Log("Casting Sentry because of mobs in range: {0} yards. CurrentTarget.Type: {1}", 75,CurrentTarget.Type);
	ZetaDia.Me.UsePower(SNOPower.DemonHunter_Sentry, TargetUtil.GetBestClusterPoint(35f, 75f, false), CurrentWorldDynamicId, -1);
	SpellHistory.RecordSpell(SNOPower.DemonHunter_Sentry);
					
	return GetRunStatus(RunStatus.Running);
}
 
Scratch that, add this to HandleTarget.cs and Sentry will forever be spammed:

Code:
if (!Player.IsIncapacitated 
	&& CombatBase.CanCast(SNOPower.DemonHunter_Sentry, CombatBase.CanCastFlags.NoTimer) 
	&& TargetUtil.AnyMobsInRange(75,1,false) 
	&& Player.PrimaryResource >= 30)
{
	Logger.Log("Casting Sentry because of mobs in range: {0} yards. CurrentTarget.Type: {1}", 75,CurrentTarget.Type);
	ZetaDia.Me.UsePower(SNOPower.DemonHunter_Sentry, TargetUtil.GetBestClusterPoint(35f, 75f, false), CurrentWorldDynamicId, -1);
	SpellHistory.RecordSpell(SNOPower.DemonHunter_Sentry);
					
	return GetRunStatus(RunStatus.Running);
}

After adding your last piece of code I get compiler errors. You mind uploading your handler.cs ?
 
After adding your last piece of code I get compiler errors. You mind uploading your handler.cs ?

Can you paste the compile error? I'm using trinity 2.1.21 btw. And you should put the code right before "// Whirlwind against everything within range" in HandleTarget.cs
 
was just curious lol, what exactly does this CurrentTarget.Type means;

Code:
[Trinity] Casting Sentry because of mobs in range: 75 yards. CurrentTarget.Type: Gold
[Trinity] Casting Sentry because of mobs in range: 75 yards. CurrentTarget.Type: Door
[Trinity] Casting Sentry because of mobs in range: 75 yards. CurrentTarget.Type: Item

Is it putting down sentrys for gold - doors and items ?
 
was just curious lol, what exactly does this CurrentTarget.Type means;

Code:
[Trinity] Casting Sentry because of mobs in range: 75 yards. CurrentTarget.Type: Gold
[Trinity] Casting Sentry because of mobs in range: 75 yards. CurrentTarget.Type: Door
[Trinity] Casting Sentry because of mobs in range: 75 yards. CurrentTarget.Type: Item

Is it putting down sentrys for gold - doors and items ?

It's the current target, like your bot is going to pick up gold, open door etc. But still putting down sentry because there are mobs around. I made that log just to check that it worked :)
 
It's the current target, like your bot is going to pick up gold, open door etc. But still putting down sentry because there are mobs around. I made that log just to check that it worked :)

Make no mistake, it will still carry out its task, just place sentries on its way there. Please let me know how its working for you.
 
I was posting in the artious thread but seems this one is a bit more active. I still think there is some type of issue with Trinity causing demon hunter to be way too close. Atleast for me anyway it never stays at range. I've tried all the fixes posted in these threads as well as even downloaded other users trinity folder and settings and its still not working properly. It seems to ping pong in and of combat as opposed to simply staying at max range at all times. It does try to kite but it runs in when it goes to attack. Any ideas on how to fix?
 
I was posting in the artious thread but seems this one is a bit more active. I still think there is some type of issue with Trinity causing demon hunter to be way too close. Atleast for me anyway it never stays at range. I've tried all the fixes posted in these threads as well as even downloaded other users trinity folder and settings and its still not working properly. It seems to ping pong in and of combat as opposed to simply staying at max range at all times. It does try to kite but it runs in when it goes to attack. Any ideas on how to fix?

Try these with 2.1.22. Ignore gold/non-leg in AOE/near elites. Play around with vault movement delay and kite trigger range.
 

Attachments

Last edited:
Just tried with a fresh version of DB Beta and its throwing a compiler error:

Code:
Compiler Error: c:\Users\Matthew\Documents\DBBB\Plugins\Trinity\Reference\ItemRanks.cs(10,7) : warning CS0105: The using directive for 'Zeta.Game.Internals' appeared previously in this namespace
Compiler Error: c:\Users\Matthew\Documents\DBBB\Plugins\Trinity\Cache\RefreshObject.cs(106,30) : warning CS0168: The variable 'ex' is declared but never used
Compiler Error: c:\Users\Matthew\Documents\DBBB\Plugins\Trinity\Combat\HandleTarget.cs(365,113) : error CS1061: 'Trinity.Config.Combat.CrusaderSetting' does not contain a definition for 'CondemnOOC_Range' and no extension method 'CondemnOOC_Range' accepting a first argument of type 'Trinity.Config.Combat.CrusaderSetting' could be found (are you missing a using directive or an assembly reference?)
Compiler Error: c:\Users\Matthew\Documents\DBBB\Plugins\Trinity\Combat\HandleTarget.cs(368,123) : error CS1061: 'Trinity.Config.Combat.CrusaderSetting' does not contain a definition for 'CondemnOOC_Range' and no extension method 'CondemnOOC_Range' accepting a first argument of type 'Trinity.Config.Combat.CrusaderSetting' could be found (are you missing a using directive or an assembly reference?)
 
I didn't update anything but all of a sudden my dh uses hatred to shot multishot and elemental arrow and only puts 1-2 sentries down...
 
Just tried with a fresh version of DB Beta and its throwing a compiler error:

Code:
Compiler Error: c:\Users\Matthew\Documents\DBBB\Plugins\Trinity\Reference\ItemRanks.cs(10,7) : warning CS0105: The using directive for 'Zeta.Game.Internals' appeared previously in this namespace
Compiler Error: c:\Users\Matthew\Documents\DBBB\Plugins\Trinity\Cache\RefreshObject.cs(106,30) : warning CS0168: The variable 'ex' is declared but never used
Compiler Error: c:\Users\Matthew\Documents\DBBB\Plugins\Trinity\Combat\HandleTarget.cs(365,113) : error CS1061: 'Trinity.Config.Combat.CrusaderSetting' does not contain a definition for 'CondemnOOC_Range' and no extension method 'CondemnOOC_Range' accepting a first argument of type 'Trinity.Config.Combat.CrusaderSetting' could be found (are you missing a using directive or an assembly reference?)
Compiler Error: c:\Users\Matthew\Documents\DBBB\Plugins\Trinity\Combat\HandleTarget.cs(368,123) : error CS1061: 'Trinity.Config.Combat.CrusaderSetting' does not contain a definition for 'CondemnOOC_Range' and no extension method 'CondemnOOC_Range' accepting a first argument of type 'Trinity.Config.Combat.CrusaderSetting' could be found (are you missing a using directive or an assembly reference?)

Ooops, I gave you the one I modified for my Crusader. It still has the DH stuff, but yes it will give you an error. Here's the one w/o this, sorry about that:
 

Attachments

Yeah unfortunately it's still not working. Going way too close to mobs and getting itself killed...
 
Sounds like a basic 2.1.x trinity issue....

Yeah I'm absolutely familiar with the issue. It's not gone with my setup but it's far less of an issue for me at least - but it will still do the occasional dive in dive out :/
 
Yeah I'm absolutely familiar with the issue. It's not gone with my setup but it's far less of an issue for me at least - but it will still do the occasional dive in dive out :/

Yeah, I know.....it just dont wanna maintain the kite range distance...sometimes it even vault itself into mods with dont have discipline to vault out = killed. 40+++ death pr hour..... With 2.0.x (before the patch) I had 0 death pr hour on T6 Rift.

Will try your files and see how it goers.
 
Last edited:
Your files worked much better then the original ones, thanks for shearing!
 
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