hello all.
what was the priority fix for this patch ? how about a Rollback to where everything was working ? considering we all payed for this.....
The profile itself works fine for me, but I do have some other problem. I tried to limit the grift level to around 20 via the disable combat option in trial rifts, but it does not work. Does it have something to do with me playing demon hunter and theres sentries all over the ground? Maybe the sentries somehow triggers combat again after the combat is disabled?
Try both fix's but still after 1 -2 rift Bot stay in town and don't begin new one.
qt -3.1.1
trinity 2.2.0
If anyone is curious what i changed is that i added a wait until the portal closes. I am not sure why but the profile started finishing and restarting with the new DB/QT, could have been the quest step changes that nesox made, or something else not sure. This seemed to have fixed it for me but jubis was still having issues.
Code:<!-- If portal is closing, wait until its finished --> <WaitWhile condition="ZetaDia.IsInTown and (not HasQuest(405695) or IsActiveQuestAndStep(405695,-1)) and (not HasQuest(337492) or IsActiveQuestAndStep(337492,-1)) and ActorExistsNearMe(364715,200) and CurrentAnimation(364715,'OpenWorld_LootRunObelisk_B_dead_02')" />
Did you check/enable "allow profile restart and reload" in the Questtools plugin?
Your suggestion works like a charm. It does indeed says "Disable Combat At Level..." on questtools. It never occurs to me that the setting is based on waves. I've been stuck on this for the past 2 days. Thank you very muchNot sure if it is your problem, but the waves are different from the keys, right?So, if you set it at say 4 waves, it will create a lvl 11 key (?oh dear forgot the real lvl now, but hopefully you will get the gist of what I am trying to say). So maybe you had it set to 20 waves which would equate to a really high lvl grift key
But yes, I have noticed the sentries do indeed interfere a bit, but play around with the number of waves and see if that helps any.
Can anyone give normal Rift xml - couse my english terrtible and it's hard to my to change your scripts.
no one has issues on not able to talk to orek when closing portal?
edit: nevermind... i fixed it
xzjv are you directly working on questtools or just helping? because it would be really great if the trial combat menu was redesigned. There's the actual wave number and there's the grift key number, WAVES COMPLETED is like the most confusing shit ever, nobody uses that measurement. That's not even reliable because completing a wave slower will affect the rank.
<!-- Tiered Rifts: Trial -->
<!-- LevelArea: p1_TieredRift_Challenge, Id: 405915 -->
<While condition="CurrentLevelAreaId == 405915 and IsActiveQuest(405695)">
<WaitTimer questId="405695" stepId="13" waitTime="1000" />
<SafeMoveTo questId="405695" stepId="1" x="280" y="278" z="-11" pathPrecision="5" pathPointLimit="250" statusText="" />
<WaitTimer questId="405695" stepId="1" waitTime="1000" />
<TownPortal questId="405695" stepId="9" />
<!--<SafeMoveTo questId="405695" stepId="9" x="272" y="256" z="-11" pathPrecision="5" pathPointLimit="250" statusText="" />
<MoveToActor questId="405695" stepId="9" actorId="406207" interactRange="9"
name="p1_g_Portal_TieredRiftChallenge-63667" isPortal="True" destinationWorldId="-1" pathPrecision="5" pathPointLimit="250" statusText="" />
<WaitTimer questId="405695" stepId="9" waitTime="500" />-->
</While>