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Don't know what is wrong, but it's completely broken with Adventurer/Greater Rifts profile. I'm using 2 bots, the follow sometimes enters normally into the rift, sometimes just stays near door in Tristan. In the end, neither leader or follow are upgrading their gems and so on. It's really terrible
 
Failed to Create server..


[AutoFollow] Loading behavior: LeaderManual
[AutoFollow.Behaviors][BaseBehavior] Stopped Default
[AutoFollow] Changing behavior type from Default to Leader Manual
[AutoFollow.Events][ChangeMonitor] Profile Loaded: AutoFollow Manual Leader
Loaded profile AutoFollow Manual Leader
[AutoFollow.Behaviors][BaseBehavior] Activated Leader Manual
[AutoFollow.Events][ChangeMonitor] Bot Started
[AutoFollow.Behaviors][<OutOfGameTask>d__2] Waiting for bots to connect...
[AutoFollow.Networking][Service] Switching to Server Mode
[AutoFollow.Networking][Server] Initializing Server Service @ http://localhost:10920/ Attempt=1
[AutoFollow.Networking][Server] Initializing Server Service @ http://localhost:10920/ Attempt=2
[AutoFollow.Networking][Server] Server is Invalid
[AutoFollow.Networking][Server] Aborting Faulted Server Service
[AutoFollow.Networking][Server] Server is Invalid
Stopping the bot.
Session lasted for: 00:00:05.4001784
Chose Trinity as your combat routine
[Trinity 2.14.30] Inserting GoldInactivity into TreeStart
[Trinity 2.14.30] Inserting XPInactivity into TreeStart
[AutoFollow.Behaviors][BaseBehavior] Stopped Leader Manual
 
Failed to Create server..


[AutoFollow] Loading behavior: LeaderManual
[AutoFollow.Behaviors][BaseBehavior] Stopped Default
[AutoFollow] Changing behavior type from Default to Leader Manual
[AutoFollow.Events][ChangeMonitor] Profile Loaded: AutoFollow Manual Leader
Loaded profile AutoFollow Manual Leader
[AutoFollow.Behaviors][BaseBehavior] Activated Leader Manual
[AutoFollow.Events][ChangeMonitor] Bot Started
[AutoFollow.Behaviors][<OutOfGameTask>d__2] Waiting for bots to connect...
[AutoFollow.Networking][Service] Switching to Server Mode
[AutoFollow.Networking][Server] Initializing Server Service @ http://localhost:10920/ Attempt=1
[AutoFollow.Networking][Server] Initializing Server Service @ http://localhost:10920/ Attempt=2
[AutoFollow.Networking][Server] Server is Invalid
[AutoFollow.Networking][Server] Aborting Faulted Server Service
[AutoFollow.Networking][Server] Server is Invalid
Stopping the bot.
Session lasted for: 00:00:05.4001784
Chose Trinity as your combat routine
[Trinity 2.14.30] Inserting GoldInactivity into TreeStart
[Trinity 2.14.30] Inserting XPInactivity into TreeStart
[AutoFollow.Behaviors][BaseBehavior] Stopped Leader Manual

Completely your problem, this part works correcly, altough im using port 5555
 
So I've been messing around with this addon for GRs quite a bit the last few days however the biggest problem for me was all the followers not being able to keep up with the leader. With 4 crusaders the 3 followers just stop using all skills and try to walk to the main which is still using steed, usually they die or get left behind a level or two. What I decided to do is just add some code to the part where the follower bot changes between the follow and combat so that my bots are spam casting steed if they are too far away from the leader.

So how did it work? Well it's fucking brilliant! my followers went from dying in 60s to doing 70+ in 10min without a single gear change. I'm not sure how hard it's to implement properly but I'll be trying a bit more today since I decided to set up a proper environment, let's just say notepad++ is not the best tool to try and learn how DB/trinity/adventurer/autofollow works.

Basically what needs to happen on the code where the bot is out of range to the leader is:

If(!IsInTown)
If(Class == Crusader && HasPower(Steed) && CanCast(Steed))
CastPower(Steed)
ElseIf(Class == Barbarian && HasPower(Sprint) && CanCast(Sprint))
CastPower(Sprint)
........

I have no clue how to do stuff like Furious Charge yet since it needs proper targeting to move forward but oh the difference that Steed casting did. Maybe it's even possible to make Trinity do this but doing it in AutoFollow seemed to work well enough.
 
Last edited:
Another addition to GRs, Follower enters GR with leader normally and then immediately leaves the game, what the fuck ?:D

This is the real problem, finally found it
 
Last edited:
Basically what needs to happen on the code where the bot is out of range to the leader is:

If(!IsInTown)
If(Class == Crusader && HasPower(Steed) && CanCast(Steed))
CastPower(Steed)
ElseIf(Class == Barbarian && HasPower(Sprint) && CanCast(Sprint))
CastPower(Sprint)

i'm only using 1 crusader in my setup but this will prob help a lot, another thing you may want to look into is getting the crusaders to use its bombardment+iron skin combo whenever coe rotates to correct element regardless of what it is doing, so cast it when catching up/moving as well as when in normal combat state.

i have seen my crusader even though near the leader not doing any of this, i suspect this is due to it being in the movement state with combat off even when in the middlle of a pack of mobs with leader right next to it. my wiz will do the same thing, however it at least is not limited to a short window of time to use offensive abilities
 
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i'm only using 1 crusader in my setup but this will prob help a lot, another thing you may want to look into is getting the crusaders to use its bombardment+iron skin combo whenever coe rotates to correct element regardless of what it is doing, so cast it when catching up/moving as well as when in normal combat state.

i have seen my crusader even though near the leader not doing any of this, i suspect this is due to it being in the movement state with combat off even when in the middlle of a pack of mobs with leader right next to it. my wiz will do the same thing, however it at least is not limited to a short window of time to use offensive abilities

Can't say I'm having that casting issue anymore since my followers stick so close now, pretty sure they are hitting most of their rotations.
 
Can't say I'm having that casting issue anymore since my followers stick so close now, pretty sure they are hitting most of their rotations.


Could you post what code you added or upload the modified file? I'm having the exact same problem with my crusader follower and it's driving me nuts...
 
I'll just post what I changed here so you can try it yourself, there's probably something majorly wrong with this so who knows what will happen but it has worked for hours for me at least

File called FollowerCombat.cs in Behaviors folder in the AutoFollow plugin folder, replace a function called "StayCloseToPlayer(...)" with this variation of it.

Code:
        /// <summary>
        /// Turn combat (Trinity) on and off while the follower is far away from the leader.   
        /// </summary>
        public void StayCloseToPlayer(Message player)
        {
            if (player.Distance > Settings.Coordination.CatchUpDistance && !Player.IsInTown && 
                !Navigation.IsBlocked && !Navigator.StuckHandler.IsStuck && Player.HitpointsCurrentPct > 0.7 && !Targetting.RoutineWantsToAttackGoblin())
            {
                if(!Player.IsCasting && !Player.IsCastingTownPortal && !Player.IsTryingToCastPortalSpell)
                {
                    if (Player.ActorClass == ActorClass.Crusader && CombatBase.CanCast(SNOPower.X1_Crusader_SteedCharge))
                        ZetaDia.Me.UsePower(SNOPower.X1_Crusader_SteedCharge, Player.Position);
                }

                Targetting.State = CombatState.Pulsing;
            }
            else
            {
                Targetting.State = CombatState.Enabled;
            }
        }

edit: Ugh I changed the usings at the top also! Here they are

Code:
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using AutoFollow.Behaviors.Structures;
using AutoFollow.Coroutines;
using AutoFollow.Coroutines.Resources;
using AutoFollow.Events;
using AutoFollow.Networking;
using AutoFollow.Resources;
using Buddy.Coroutines;
using Zeta.Bot;
using Zeta.Bot.Coroutines;
using Zeta.Bot.Logic;
using Zeta.Bot.Navigation;
using Zeta.Common;
using Zeta.Game;
using Zeta.Game.Internals;
using Zeta.Game.Internals.Service;
using Zeta.TreeSharp;
using Action = Zeta.TreeSharp.Action;
using Trinity.Combat.Abilities;
using Zeta.Game.Internals.Actors;
 
I am wondering anyone playing 80+? Mine has a battle tag problem, and waiting next update.
 
i tried your edits but i dont get autofollow up as plugin anymore, so could you please upload your file so could test if it help us others also
 
View attachment FollowerCombat.cs

Oh ye kind of forgot to mention this since it's a given usually for me but I'm running the SVN version and not the one on the forum, it might be possible to put just the changes I made into the forum version as well but I'm not gonna bother testing that.
 
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View attachment 198299

Oh ye kind of forgot to mention this since it's a given usually for me but I'm running the SVN version and not the one on the forum, it might be possible to put just the changes I made into the forum version as well but I'm not gonna bother testing that.

Daaaamn works like a charm, yeah the problem ws i used the forum version :D thanks again
 
I'll just post what I changed here so you can try it yourself, there's probably something majorly wrong with this so who knows what will happen but it has worked for hours for me at least

File called FollowerCombat.cs in Behaviors folder in the AutoFollow plugin folder, replace a function called "StayCloseToPlayer(...)" with this variation of it.

Code:
        /// <summary>
        /// Turn combat (Trinity) on and off while the follower is far away from the leader.   
        /// </summary>
        public void StayCloseToPlayer(Message player)
        {
            if (player.Distance > Settings.Coordination.CatchUpDistance && !Player.IsInTown && 
                !Navigation.IsBlocked && !Navigator.StuckHandler.IsStuck && Player.HitpointsCurrentPct > 0.7 && !Targetting.RoutineWantsToAttackGoblin())
            {
                if(!Player.IsCasting && !Player.IsCastingTownPortal && !Player.IsTryingToCastPortalSpell)
                {
                    if (Player.ActorClass == ActorClass.Crusader && CombatBase.CanCast(SNOPower.X1_Crusader_SteedCharge))
                        ZetaDia.Me.UsePower(SNOPower.X1_Crusader_SteedCharge, Player.Position);
                }

                Targetting.State = CombatState.Pulsing;
            }
            else
            {
                Targetting.State = CombatState.Enabled;
            }
        }

edit: Ugh I changed the usings at the top also! Here they are

Code:
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using AutoFollow.Behaviors.Structures;
using AutoFollow.Coroutines;
using AutoFollow.Coroutines.Resources;
using AutoFollow.Events;
using AutoFollow.Networking;
using AutoFollow.Resources;
using Buddy.Coroutines;
using Zeta.Bot;
using Zeta.Bot.Coroutines;
using Zeta.Bot.Logic;
using Zeta.Bot.Navigation;
using Zeta.Common;
using Zeta.Game;
using Zeta.Game.Internals;
using Zeta.Game.Internals.Service;
using Zeta.TreeSharp;
using Action = Zeta.TreeSharp.Action;
using Trinity.Combat.Abilities;
using Zeta.Game.Internals.Actors;

Thanks man, working beautifully now.
 
Cant get leader to send invite to follower. Both are on same pc. Also follower gets stuck in town every few runs and grift cant complete so inactivity timers activate but leader goes off solo and doesnt invite follower back
 
Great work but my crusader still struggle with the use of the horse, as a follower i die a lot because of that.
 
i suspect this is due to it being in the movement state with combat off

I think you're probably right, Trinity replaces the DB PlayerMover, which all movement in all plugins including DB itself uses for low level movement. So it is using the same code trinity does and trinity settings for when OOC movement should be cast. But yeah Trinity Movement\PlayerMover.cs ~743.

if (Trinity.Settings.Combat.Misc.AllowOOCMovement && !Trinity.Player.IsInTown && cancelSpecialMovementAfterStuck && (!CombatBase.IsInCombat || !CombatBase.IsCombatAllowed || !ZetaDia.Me.IsInCombat))
 
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