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[Plugin] Trinity Fork (Kite/Avoidance)

What actually do Kite tab on Trinity?

and, I really looking for a solution for hit a wall constantly.
It's so annoying especially in dungeon map.(wall, door, etc)

any help ?

New up if you want test it :) 0.4

edit: new link, assembla issue on commits tab
 
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First time user, trying 0.4 version, though doing some bounties and not R-Rift atm :)

Only thing I noticed so far is that my DH stopped using Vault, or at least less, even though my setting is set to always. Is it using it more strategically with your version?
 
First time user, trying 0.4 version, though doing some bounties and not R-Rift atm :)

Only thing I noticed so far is that my DH stopped using Vault, or at least less, even though my setting is set to always. Is it using it more strategically with your version?
Yep but that's not definitive, just for now (adjust avoid movement with vault)
What is the items roles you use? can you share?

TKS!
VfZisvJ.png
 
Should I replace the Trinity Combat routine completely with this plugin? Or should I overwrite the files in my current Trinity? Anyway, Tried 0.4. I noticed my DH keeps firing the Hatred generator at a fixed point on the map, while the spenders are are shot correctly. Meaning Im currently doing no damage with my generator.. Except generating hatred.
 
Really liking this fork, I have only noticed two main problems so far:

1) Tries to endlessly shoot walls when there is a door that needs to be opened first before getting to minions on the other side (fixed so far by lowering kite range to about 25 [edit- still hits doors in some areas, with kite 0 and attack range 25, no door hit yet])
2) Misses a TON of purple orbs. The bot goes out of his way to get him on normal trinity on my monk, but testing this fork with DH it skips a lot of these, not sure if its with this fork itself or another unrelated issue.
3) Twice i've seen it just stand around until something comes up to kill me. Once trying to get a shield pylon, and once just for no reason.

All together though, excellent job! Thanks!

edit- the third one is happening a lot it seems. The char will just stand there and do nothing until it dies. The log appears to look like it wants to shoot something, but it assigns no target:

Code:
11:33:38.147 DEBUG Logger [Trinity][Avoidance] SafePoint generated in 10ms - <910, 605, 0> Dist=8 Weight=9416 PointsFound=53/188 Power=X1_DemonHunter_EntanglingShot PowerRange=0 KiteDist=0 Status= BaseDistanceWeight(1021) CanRayCastTarget(3802) TargetSafePowerRange(6027) InVisitedZone(6511) InBestSafeDirection(6995) CloseToTherPoints(8206) PlayerCanRayCastPoint(9416)
11:33:38.147 DEBUG Logger [Trinity][Avoidance] Safe grid stats Total=1369 CantStand=605 Avoidance=0 Monsters=212 bestSafeDirection=W PointsFound=188 // shouldKite=False isStuck=True avoidDeath=False // timers=0/10.00 1/0.00 2/0.00 3/0.00 4/0.00 5/0.00 6/0.00 7/0.00 8/0.00 9/0.00 10/0.00 11/0.00 12/0.00 13/0.00 14/0.00 15/0.00 16/0.00 17/0.00 18/0.00 19/0.00 20/0.00 
11:33:38.148 INFO  Logger [Trinity][Movement] Straight line pathing to combat point, Dist=7.9 Status=Safe movement to Triune_Berserker_B 20 yds Elite=False LoS=False HP=0.44 Dir=E
11:33:38.150 DEBUG TrinityDebug [Trinity][Movement] Moved to:x="910" y="605" z="0" dir:W Speed:1.00 Dist:8 ZDiff:0 CanStand:True Raycast:True
11:33:38.151 DEBUG TrinityDebug [Trinity] Used Power X1_DemonHunter_EntanglingShot

If I just open the trinity settings and change nothing then hit save it starts working right away again. Here is what it looks like after that:

Code:
11:33:38.151 DEBUG TrinityDebug [Trinity] Used Power X1_DemonHunter_EntanglingShot 
11:35:04.332 INFO  Logger [Trinity] Saving Config file
11:35:06.840 INFO  Logger [Trinity] Target changed to 291744 // x1_Catacombs_Barricade_Round (Barricade) 
11:35:07.123 INFO  Logger [Trinity] Target changed to 398654 // x1_LR_Shrine_Electrified_TieredRift (Shrine) 
11:35:07.125 DEBUG DefaultNavigationProvider Navigator.Clear
11:35:07.125 DEBUG DefaultNavigationProvider Generating path to x1_LR_Shrine_Electrified_TieredRift 53 yds Elite=False LoS=False HP=-1.00 Dir=NW - <875.2002, 570.2004, 0.1791992>
11:35:07.133 DEBUG DefaultNavigationProvider Successfully generated path from {X=245,Y=267} to {X=228,Y=254} in 00:00:00.0045780 with 82(14) hops
11:35:07.149 DEBUG DefaultNavigationProvider Client path generated.
11:35:07.150 DEBUG DefaultNavigationProvider Generated path to <875.2002, 570.2004, 0.1791992> (x1_LR_Shrine_Electrified_TieredRift 53 yds Elite=False LoS=False HP=-1.00 Dir=NW) with 14 hops.
11:35:07.151 DEBUG TrinityDebug [Trinity][Movement] Moved to:x="908" y="630" z="0" dir:E Speed:0.81 Dist:18 ZDiff:0 CanStand:True Raycast:True
11:35:07.218 DEBUG TrinityDebug [Trinity][Movement] Moved to:x="908" y="630" z="0" dir:E Speed:0.81 Dist:16 ZDiff:0 CanStand:True Raycast:True
11:35:07.285 DEBUG TrinityDebug [Trinity][Movement] Moved to:x="908" y="630" z="0" dir:E Speed:0.82 Dist:14 ZDiff:0 CanStand:True Raycast:True
11:35:07.373 INFO  Logger [Trinity] Target changed to 291744 // x1_Catacombs_Barricade_Round (Barricade) 
11:35:07.376 DEBUG DefaultNavigationProvider Navigator.Clear
11:35:07.376 DEBUG DefaultNavigationProvider Generating path to x1_Catacombs_Barricade_Round 40 yds Elite=False LoS=False HP=-1.00 Dir=NW - <879, 587.5, 6.103516E-05>
11:35:07.381 DEBUG DefaultNavigationProvider Successfully generated path from {X=247,Y=267} to {X=235,Y=256} in 00:00:00.0021662 with 47(14) hops
11:35:07.389 DEBUG DefaultNavigationProvider Client path generated.
11:35:07.390 DEBUG DefaultNavigationProvider Generated path to <879, 587.5, 6.103516E-05> (x1_Catacombs_Barricade_Round 40 yds Elite=False LoS=False HP=-1.00 Dir=NW) with 14 hops.
11:35:07.391 DEBUG TrinityDebug [Trinity][Movement] Moved to:x="908" y="630" z="0" dir:E Speed:0.90 Dist:11 ZDiff:0 CanStand:True Raycast:True
11:35:07.459 INFO  Logger [Trinity] Target changed to 398654 // x1_LR_Shrine_Electrified_TieredRift (Shrine) 
11:35:07.460 DEBUG DefaultNavigationProvider Navigator.Clear
11:35:07.460 DEBUG DefaultNavigationProvider Generating path to x1_LR_Shrine_Electrified_TieredRift 60 yds Elite=False LoS=False HP=-1.00 Dir=NW - <875.2002, 570.2004, 0.1791992>
11:35:07.467 DEBUG DefaultNavigationProvider Successfully generated path from {X=248,Y=267} to {X=228,Y=254} in 00:00:00.0036691 with 79(14) hops
11:35:07.486 DEBUG DefaultNavigationProvider Client path generated.
11:35:07.487 DEBUG DefaultNavigationProvider Generated path to <875.2002, 570.2004, 0.1791992> (x1_LR_Shrine_Electrified_TieredRift 60 yds Elite=False LoS=False HP=-1.00 Dir=NW) with 14 hops.
11:35:07.488 DEBUG TrinityDebug [Trinity][Movement] Moved to:x="908" y="630" z="0" dir:E Speed:1.04 Dist:8 ZDiff:0 CanStand:True Raycast:True
11:35:07.575 DEBUG TrinityDebug [Trinity][Movement] Moved to:x="908" y="630" z="0" dir:E Speed:1.13 Dist:6 ZDiff:0 CanStand:True Raycast:True
11:35:07.646 DEBUG TrinityDebug [Trinity][Movement] Moved to:x="903" y="635" z="0" dir:NE Speed:1.23 Dist:11 ZDiff:0 CanStand:True Raycast:True
11:35:07.695 DEBUG TrinityDebug [Trinity][Movement] Moved to:x="903" y="635" z="0" dir:NE Speed:1.32 Dist:9 ZDiff:0 CanStand:True Raycast:True
11:35:07.761 DEBUG TrinityDebug [Trinity][Movement] Moved to:x="903" y="635" z="0" dir:NE Speed:1.47 Dist:7 ZDiff:0 CanStand:True Raycast:True
11:35:07.907 DEBUG TrinityDebug [Trinity][Movement] Moved to:x="873" y="635" z="0" dir:N Speed:0.99 Dist:33 ZDiff:0 CanStand:True Raycast:False
11:35:08.093 DEBUG TrinityDebug [Trinity][Movement] Moved to:x="873" y="635" z="0" dir:N Speed:1.56 Dist:27 ZDiff:0 CanStand:True Raycast:True
11:35:08.163 DEBUG TrinityDebug [Trinity][Movement] Moved to:x="873" y="635" z="0" dir:N Speed:1.70 Dist:25 ZDiff:0 CanStand:True Raycast:True
 
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Report v0.4
Run GR 35~40 7times.
I've got no issue with hit a wall, door, etc seems like fixed.
Kite option is much better than v 0.3

I've got issue only Trinity avoidance problem. (molten core, arcane, else)
and system don't pick up a purple core sometimes.
I think this is NoT a Trinity Fork problem, It's native Trinity problem I guess.

anyway,
great job Buddy!
 
As trinity in it's current state is nearly unusable, I came looking for an alternative. This is absolutely amazing. I've tried it with rifts, questing, and bounties and it's absolutely fantastic.

v0.3 did have the following issue, I'll check out v0.4.

1) Tries to endlessly shoot walls when there is a door that needs to be opened first before getting to minions on the other side (fixed so far by lowering kite range to about 25 [edit- still hits doors in some areas, with kite 0 and attack range 25, no door hit yet])

This is some of the best work I've seen. Two muscular thumbs up.
 
Testing v0.4 now. Seems better on the range but even with the changes you suggested, the routine continues to put me so far out of range of things I kill that it won't go pick up the gold elites drop or the items. As others have mentioned, it will sometimes kite elites or other mob so far that it will not go back and open cursed chests, pickup up grift blue globes or items left from killed enemies. I'm not sure if this is an issue within your changes or Trinity itself, but never had this issue before using this change.

Overall I'm happy with what this could potentially become for DH's just need so tweaks in my opinion as follows:

1. Either adjust the kiting path where it doesn't take your character too far away from killed enemies so it misses loot, gold, opening chests, etc.
2. I noticed the "Kite" tab was missing in v0.4? is this intended or an error on my update?
3. If the kiting path can't be adjusted can it be programmed to make the DH go back to search of items, gold, chests to open, etc. back through the path it took?
 
Testing v0.4 now. Seems better on the range but even with the changes you suggested, the routine continues to put me so far out of range of things I kill that it won't go pick up the gold elites drop or the items. As others have mentioned, it will sometimes kite elites or other mob so far that it will not go back and open cursed chests, pickup up grift blue globes or items left from killed enemies. I'm not sure if this is an issue within your changes or Trinity itself, but never had this issue before using this change.

Overall I'm happy with what this could potentially become for DH's just need so tweaks in my opinion as follows:

1. Either adjust the kiting path where it doesn't take your character too far away from killed enemies so it misses loot, gold, opening chests, etc.
2. I noticed the "Kite" tab was missing in v0.4? is this intended or an error on my update?
3. If the kiting path can't be adjusted can it be programmed to make the DH go back to search of items, gold, chests to open, etc. back through the path it took?

I'm quite content with V0.3. Until a kite tab is added for v0.4 I will stay with it.

Great work.
 
so its the best for DH right? keep it updated =)
the only thing i hate when developer dissapear and project abandoned =((
like with alot of useful plugins on this site
 
Its making my game lagg down from stable 60 fps down to 7 in some situations :/ I've seen the game even stop for 0.7 sec over and over again until i close DB with this Trinity.

guess you need to optimize it abit ^^ overall really good and awesome work like always :Þ
 
I intend to disappear again ;)
I would first like to obtain a valid release, there is some things to finish, but overall this fork should aging in peace.

v0.5 progress (release maybe)
Done:
- Vault OCC (town too)
- Vault fight ... OK!
- Avoidance of all animations
- Experimental melee attack animations
- BeastCharge ok
- AvoidanceAtPlayer (teleport, jail, dash)
- Experimental Avoidance of all projectile (trajectory and target)
- Avoidance of everything !
- Combat movement much better (gold if goldWarp or kymbo, healthglobe if no ressource and repearWarp or passiv, healthWell, shrine ...)
In progress:
- Door forgotten, I think it's good I wait to see
- Avoidance of demonic forge out of combat, questTools move on, but I think I found also
- Delete all the debug logs that served me
- A night of testing to see result

edit
Its making my game lagg down from stable 60 fps down to 7 in some situations :/ I've seen the game even stop for 0.7 sec over and over again until i close DB with this Trinity.

guess you need to optimize it abit ^^ overall really good and awesome work like always :Þ
Yep fix, LosCheck, thanks :)
 
Problem with v0.5

He can't pass on a3_battlefield_forge

keep backing off.
 
Yep but that's not definitive, just for now (adjust avoid movement with vault)

Where is that done?

I also have the issue with shooting at doors because there are monsters right behind it. I tried lowering my kite range to 25 like another user suggested. Will report back.

Thanks for a great fork ;)
 
Problem with v0.5

He can't pass on a3_battlefield_forge

keep backing off.
Thanks, fix !
Where is that done?

I also have the issue with shooting at doors because there are monsters right behind it. I tried lowering my kite range to 25 like another user suggested. Will report back.

Thanks for a great fork ;)
Yes impossible to find the reason yesterday, I stay away from code a moment and I fix it, I promise.
Vaullt OCC :)
7zr6DYP.png
 
I hate this plugin...it can play DH better than I can! Seriously, went from dieing a few times per hour doing T1 rifts to doing T2 rifts no deaths so far...pretty sure I can handle T3 even. Amazing work!
 
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