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ive been messing around with auto follow as leader but all i get is server is invalid.
My port is open, I am the leader andnot sure what the bind adress is since there is now how to for this plugin.
I tried putting my hamachi ip,my local and ipv4, nothing works.
DB is in my firewall so I have no idea what the issue is that is causing the Server is invalid error.

We've been messing with it for about an hour and a half now and no luck, some help here would rock!

Thanks guys.
 
I turned my firewall off, set the bind adress to my local ipv4, started the bot in leader mode and now is giving this:

[AutoFollow.Networking][Server] Initializing Server Service @192.168.0.**:****/ Attempt=1
[AutoFollow.Networking][Server] Aborting Faulted Server Service
 
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Guys how do we get this to work over the internet? Ports are forwarded, bot keeps waiting for other bots to connect.
 
Question: Any reason why sometimes the followers don't upgrade gem? they just stand there following the leader. it does how ever say. "[AutoFollow.Coroutines][<UpgradeGems>d__0] Rift is Completed; requesting gem upgrade from other plugins."
 
amazing work, just cleared GR 80 clear with my 2 man team....not going to post time, as it put me on the leaderboards! lol. doesnt clear GR 80 all the time atm as im still not sure what is the best gear/settings. if you both toons die frequently its kind of bad, as you buff each other to stay alive.

my team:
leader: LoN Crusader
follower: Globe Support Barb

still need much better CDR for my barb to keep ignore pain up longer. but the plugin works great for greater rift and torment X.

my only issue is the follower should use OOC spells, e.g. sprint, charge to catch up as the leader skips clusters. so in the meantime i've just disabled spam charge OOC on my leader, and they stay pretty close together. but can often get very low hp skipping clusters.

well done xzjv! this plugin is the future of the season for higher GR's. still trying out different gear and specs but there is alot of potential in this plugin and combo's/builds! ill try to post some stats soon
 
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Let me first take a moment and thank xzjv for such a wonderfully functional plugin for the multibotters out there!


Perhaps I am not doing something correctly or missed a setting somewhere but I have noticed a small issue when doing normal rifts.

When doing town runs to empty their backpack, the followers will often take 30-60 seconds to finish their loot handling routine. They often do this on their own while the leader is still fighting.

Once complete, the followers will go back into their own portal, typically very far away from the leader by that point.

From my extensive babysitting I have noticed that the follower will attempt to chase down the leader rather than teleport to them.

In the instances where the follower uses it's own portal back into a level, then teleports to the leader, the leader is typically moving on and the follower sticks around to clean up loot, once again putting it way behind.

Over the course of a rift, they can get very out of sync and the follower will often spend more time picking up loot and playing catch-up rather than fighting. I typically see the leader prioritizing enemies while the followers are prioritizing loot pickup. Followers will often run the opposite direction of the leader to pickup items causing sync issues with fighting and townruns.

I have caught several instances where the following happens:
  1. Follower lags behind picking up loot while leader continues the fight. Followers often run back to cleared areas to pickup loot.
  2. Follower fills up backpack before the leader more often than not, then heads to town for loot processing rather than helping leader clear out monsters on screen.
  3. Follower uses it's own portal from town to return to the area it originally teleported from, way behind where the leader is fighting at.
  4. To follower spends 20-30 seconds catching up.
  5. Meanwhile, Leader finally clears up enough monsters to townportal.
  6. While the leader is in town, the follower seems to be lost, standing in the level and refusing to attack and will usually die multiple times.
  7. Leader comes back into the level and the cycle repeats itself.


Would it be possible to make it function as follows:
Followers prioritize combat over loot more like the leader does
When the leader is in town and the follower is in level, enable combat to take place (Perhaps like the post-normal-rift-guardian routine where they clear out the immediate screen only)
If the leader is not in town (still fighting), use the leader's flag in town to teleport directly to them in the event that the follower uses townportal by itself.
If the leader is in town, the follower uses it's own portal back into the level (This commonly happens after a Rift Guardian has been killed and the bots are going back and forth handling their loot).


I have contemplated setting the threshold on the leader's backpack much lower for town runs to force them to townportal at the same time more often.
I've also been playing around with teleport distance settings as a band-aid to force it, but having the followers use the leader's flag would be greatly appreciated!

Edit: This applies to regular rifts.
 
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I am allowed to have more than 4 friends in my friendslist right? I still can't get it to work.
 
Hello, I went ahead and switched from the SimpleFollow to this AutoFollow to see the improvements you've created. I really enjoy the layout and structure of your plugin. Although, sometimes when the Greater Rift begins (after a previous Greater Rift run), one character will get stuck entering and exiting the Greater Rift at the very beginning of the level. I believe it's trying to endlessly do Town Runs because of some flag that's not being cleared/updated consistently across characters in your plugin. Please see below for the log of exactly what the character reported doing, I hope this helps:

[Trinity 2.14.30] TownRun complete
Forced townrun initiated! Reason:Townrun with Leader
[Trinity 2.14.30] Looks like we are being asked to force a town-run by a profile/plugin/new DB feature, now doing so.
[Trinity 2.14.30] [UseCraftingRecipes] Finished!
[Trinity 2.14.30] TownRun complete
Forced townrun initiated! Reason:Townrun with Leader
[Trinity 2.14.30] Looks like we are being asked to force a town-run by a profile/plugin/new DB feature, now doing so.
[Trinity 2.14.30] [UseCraftingRecipes] Finished!
[Trinity 2.14.30] TownRun complete
Forced townrun initiated! Reason:Townrun with Leader
[Trinity 2.14.30] Looks like we are being asked to force a town-run by a profile/plugin/new DB feature, now doing so.
[Trinity 2.14.30] [UseCraftingRecipes] Finished!
[Trinity 2.14.30] TownRun complete
Forced townrun initiated! Reason:Townrun with Leader
[Trinity 2.14.30] Looks like we are being asked to force a town-run by a profile/plugin/new DB feature, now doing so.
and so on...
and so on...
and so on...

I feel that this is behavior would not be very good to repeat often, as entering/exiting the portal hundreds of times could look inappropriate as a human. If it has the chance to happen regularly, maybe a special condition could be put in place to detect if it's performing too many Town Runs within a certain period of time.. therefore manually resetting the flag for town runs and/or ignoring it somehow.

Regards


// Edit:

Maybe resetting the AutoFollow.CurrentLeader.IsVendoring message property after Forcing a Town Run w/ leader? Because I'm guessing that it should receive another update regarding the leader at some point, which will have the proper up-to-date information (especially since the other characters didn't seem to have the missing update). This could possibility eliminate the chance of this rapid enter/exit Rift loop. I'm not too fond of consistently changing the actual value of what the leader is doing and I'm sure you'd have a more refined way; but for now I may do this until the bug is panned out to prevent my character(s) from doing this hundreds of times. Haven't seen it happen again yet though (done a few more runs); just fyi.

ex: (I added the line in bold to the following section in "AutoFollow/Coroutines/Coordination.cs")
/// <summary>
/// If the leader is currently vendoring, start a town run on this bot as well.
/// </summary>
public static async Task<bool> StartTownRunWithLeader()
{
if (AutoFollow.CurrentLeader.IsVendoring && !Player.IsVendoring)
{
BrainBehavior.ForceTownrun("Townrun with Leader");
AutoFollow.CurrentLeader.IsVendoring = false;
return true;
}
return false;
}



// Edit #2:

Ok, let it run without modifying what I mentioned above.. and it did it again... for about 7 minutes straight my character rapidly entered and exited the entrance portal to the greater rift (before I manually stopped it). Definitely putting in that change for now. I'll update this if the fix I posted above doesn't work. Notes: It was the same character (wizard) as the first time, but I have another wizard running in my 4-man group with the same EXACT setup. Also, I had started/stopped (but not fully closed DemonBuddy) that particular bot instance before resuming my runs.
 
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Does this work with WoW? If not, is there a wow version of it? Thanks!!!
 
Is anyone able to confirm if this works over the internet? If so how did you get it to work?
 
How do I get this to follow my friend? Something special I need to config? Do I put his charname/b-tag in Leadermanual.xlm?
Can I join party manual and then it follows automatic?
what happens if he leave the game and restart it, for example bounties.
 
Is anyone able to confirm if this works over the internet? If so how did you get it to work?

I have had this work while using 'Hamachi' to create a virtual local network over the internet.

How do I get this to follow my friend?.

Your friend would have to be running DB with AF and Leader Manual profile. He would have to be on a local network or Hamachi. Then the bots should be able to find each other.

Ok, let it run without modifying what I mentioned above.. and it did it again... for about 7 minutes straight my character rapidly entered and exited the entrance portal to the greater rift (before I manually stopped it). Definitely putting in that change for now.

I have seen the issue where the bot immediately goes back through the portal they just went through; needs to be investigated. Thanks..

Would it be possible to make it function as follows:
Followers prioritize combat over loot more like the leader does
When the leader is in town and the follower is in level, enable combat to take place (Perhaps like the post-normal-rift-guardian routine where they clear out the immediate screen only)
If the leader is not in town (still fighting), use the leader's flag in town to teleport directly to them in the event that the follower uses townportal by itself.
If the leader is in town, the follower uses it's own portal back into the level (This commonly happens after a Rift Guardian has been killed and the bots are going back and forth handling their loot).

I have contemplated setting the threshold on the leader's backpack much lower for town runs to force them to townportal at the same time more often.
I've also been playing around with teleport distance settings as a band-aid to force it, but having the followers use the leader's flag would be greatly appreciated!

Thanks for the detailed write up on the issue. Will see what I can do.

Question: Any reason why sometimes the followers don't upgrade gem? they just stand there following the leader. it does how ever say. "[AutoFollow.Coroutines][<UpgradeGems>d__0] Rift is Completed; requesting gem upgrade from other plugins."

Damn, I haven't seen this issue :( I may just make it require adventurer plugin (trinity will be doing this from next version) since everybody uses it anyway. In that case I could skip the 'request' part and just forcibly use the adventurer gem upgrader coroutines.

It seems that somehow the Following distance is conflicting with Combat distance? DH is trying to keep the proper distance and tumbles into the center of the battle, then tumbles out instead of just standing still and shooting.

Yes this would happen. Currently the followers will move to the leader until they're within the follow distance, at which point they're free to do whatever they want. You could try increasing the follow distance for the DH.

@ xzjv The new update of this plug in is much better than previous version, I however want to ask you do you have plan or solution to fix the issue where leader won't invite followers when they have same name? Currently my leader is only inviting one of the follower as my followers are named exactly the same.

Currently the solution is to change the BattleTags so they aren't the same. Outside of that, I might be able to differentiate them by their paragon if they have the same name. Failing that the only solution would be to revert to blindly inviting a friend slot like simplefollow does.

would anyone know where in this plugin's code I can edit, so that followers use OOC movement spells to catch up? using zAutofollow 1.0.10

In theory it should be using out of combat skills because all movement in DB uses the 'PlayerMover' which Trinity overrides. I will investigate.
 
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As an example running 2 crusaders, the follower was not using the horse to follow the leader but instead just running.

Both were started using same folder DB, is there a way both acts the same way but just the follower moves get determined? I guess is what is trying to do.

Great work! is a bunch of stuff in the code.

Thanks
 
Currently the solution is to change the BattleTags so they aren't the same. Outside of that, I might be able to differentiate them by their paragon if they have the same name. Failing that the only solution would be to revert to blindly inviting a friend slot like simplefollow does.


This is the reason why I still use SimpleFollow, changing the battletags is unfortunately not an option for me.

If there was an option to blindly invite people on friends I could switch over, as one of my accounts has only the other accounts as friends.
 
@ViveGaming

I think we are the small population that uses same names for all our Bots. But anyway, I have done the name change on battletags and this plug in is really quite a bit better than SimpleFollow and has a much better future. I am glad I did the name change and got this working.
 
Question: Any reason why sometimes the followers don't upgrade gem? they just stand there following the leader. it does how ever say. "[AutoFollow.Coroutines][<UpgradeGems>d__0] Rift is Completed; requesting gem upgrade from other plugins."
here is my custom AutoFollow for leech mod. Maybe it will help. If you want the followers doing battle, just comment the two lines
Code:
if (RiftHelper.IsInGreaterRift)  return false;
in the zAutoFollow/Coroutines/Coordination.cs file.
 

Attachments

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Hi xzjv, thanks for your great effort on this plugin, really enjoy reading your code. But I have some problem. I wrote some lines that let the leader wait all the followers upgrading their gem until teleport to the town. However sometimes it doesn't work well. So I force the leader back to the rift by using the TownTeleport. The problem is here. Sometimes, the other plugin will force the leader back to the town by using map instead of townteleport. Thus the leader will unable back to the rift. Could you help me to figure it out?
Code:
+        public static async Task<bool> WaitForGemUpgraded()
 +        {
 +            if (RiftHelper.RiftQuest.Step == RiftQuest.RiftStep.UrshiSpawned) 
 +            {
 +                Log.Warn("Need to wait others upgrade gem.");
 +                 if (Player.IsInTown)
 +                 {
 +                    Log.Warn("Go back to the rift.");
 +                    await ReturnToGreaterRift();
 +                    await Coroutine.Sleep(2000);
 +                    return true;
 +                 }
 +                 else
 +                 {
 +                    Log.Warn("Ops, already in rift.");
 +                    await Coroutine.Sleep(1000);
 +                    return true;
 +                 }
 +                 Questing.UpgradeGems();
 +
 +            }
 +            return false;
 +        }
 
Hi xzjv, thanks for your great effort on this plugin, really enjoy reading your code. But I have some problem. I wrote some lines that let the leader wait all the followers upgrading their gem until teleport to the town. However sometimes it doesn't work well. So I force the leader back to the rift by using the TownTeleport. The problem is here. Sometimes, the other plugin will force the leader back to the town by using map instead of townteleport. Thus the leader will unable back to the rift. Could you help me to figure it out?

Hey thanks, I've incorporated your idea. There's a couple more things i need to do before next proper release but SVN is up to date for the tech savvy who would like to test.

https://subversion.assembla.com/svn/unifiedtrinity.AutoFollow/
 
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