Alright, I am trying to create a farming profile and getting the error: "Generating path to UNKNOWN" x y z coordinates.
>> Does anyone know how to check the player's current position, in the XML profile? <<
Here is the problem:
The random maps in Diablo 3 are not only random in what's in them, but on the x plane, so it seems. For example, taking the exact same portal to the exact same waypoint yields multiple results; randomly without moving, snagging coordinates each time.
In one test, I obtained two separate coordinates from the same waypoint:
Run 1: x="423.1057" y="781.1437" z="21.44682"
Run 2: x="303.1057" y="781.1437" z="21.44682"
I had some runs where x was offset, from the previous run, by up to 300 meters(?). (x=730.24)
Is there currently any way to combat these randomness issues? It's impossible to do it without some type of "if (my position = x y z) { doThis() }". (I know, I know, profiles are in xml lol - the idea doesn't change)
Edit: I am going through the API now, so I think that I can hackishly work around this issue... but if anyone knows of a working solution, please let me know how you are avoiding this issue.
>> Does anyone know how to check the player's current position, in the XML profile? <<
Here is the problem:
The random maps in Diablo 3 are not only random in what's in them, but on the x plane, so it seems. For example, taking the exact same portal to the exact same waypoint yields multiple results; randomly without moving, snagging coordinates each time.
In one test, I obtained two separate coordinates from the same waypoint:
Run 1: x="423.1057" y="781.1437" z="21.44682"
Run 2: x="303.1057" y="781.1437" z="21.44682"
I had some runs where x was offset, from the previous run, by up to 300 meters(?). (x=730.24)
Is there currently any way to combat these randomness issues? It's impossible to do it without some type of "if (my position = x y z) { doThis() }". (I know, I know, profiles are in xml lol - the idea doesn't change)
Edit: I am going through the API now, so I think that I can hackishly work around this issue... but if anyone knows of a working solution, please let me know how you are avoiding this issue.

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