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Script to auto restart the bot so it can afk level?

krone6

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Is there a way to auto restart the bot after every run or so many minutes instead of me manually clicking start? It keeps stopping either at the end of each run outside of town or during the middle at different points. If I can auto restart it every so often it can be closer to afk'able than it is now, which I'd be lucky to even see two complete runs in a row.

Thanks.
 
humm mine run until I press stop. It will just start a new normal map then run and repeat until I press stop or poe need updating.
 
humm mine run until I press stop. It will just start a new normal map then run and repeat until I press stop or poe need updating.

What did you do to fix the main issue with the bot then? If I make any town run it gets sttuck (pushdx explained why this occures) and gets stuck/stops while leveling as well or on zone changes if I am looking at it right.

Back in 1.3 I was able to let it run for 8+ hours without any modifications, so I'm assuming GGG did some major anti-bot changes.
 
Weird thing is. Mine is perfectly running. With nothing edit or change beside skill and such. I run different normal maps everyday and never seem to get the bot stop like yours.
 
I think you can use the StuckDetection plugin, don't know if that works for you.
I've used something named R-YAR for demonbuddy when I was playing D3. It can restart the game and bot when get stuck by some errors, etc.
Hope someone can change the code of it or create a new one for poe.
 
Yea, not sure the issue you're seeing. Please post a full log when it next does it and just stops so I can see if anything stands out.
 
Yea, not sure the issue you're seeing. Please post a full log when it next does it and just stops so I can see if anything stands out.

Attached is today's very short log doing a simple Kaom's Dream merciless run. It happens on mines 2 and dried lake. You may notice it happened during stashing, however that is just one part (as we've discussed that one already). It'll also happen during a run as well.
 

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In the current Beta I added a new debugging option to help track stuff like this down. Please enable it the next time it gets stuck and we'll see what's really going on!

The movement failing is a different issue though; I'll have to add more logic to blacklist whatever is failing once I know where it's coming from.
 
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