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can anyone post random exploring profile tags ?

Bagge

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For example: profile tags for exlporing dungeons AND mainly for exploring static areas
 
I already did - in the random profiles and you! thread

please use the search function next time

<ExploreArea questId="" stepId="" boxTolerance="0.45" boxSize="15" until="ExitFound" exitNameHash="" />
<ExploreArea questId="" stepId="" until="ObjectFound" actorId="" boxTolerance="0.45" boxSize="15" />
<ExploreArea boxTolerance="0.45" boxSize="15" until="FullyExplored" leaveWhenExplored="False" />
 
Last edited:
For example: profile tags for exlporing dungeons AND mainly for exploring static areas

as i already told you in the other thread. there is no difference between dungeon and static. it's the same syntax
 
I already did - in the random profiles and you! thread

please use the search function next time

<ExploreArea questId="" stepId="" boxTolerance="0.45" boxSize="15" until="ExitFound" exitNameHash="" />
<ExploreArea questId="" stepId="" until="ObjectFound" actorId="" boxTolerance="0.45" boxSize="15" />
<ExploreArea boxTolerance="0.45" boxSize="15" until="FullyExplored" leaveWhenExplored="False" />
Hey kick I tried using the explore dungeon tag on tower of the damned level 1 and level 2 also on rakkis crossing. It seems to bugout naving in certain corners it also tries to attack mobs as melee that it cannot reach for example from a higher/lower ledge where the path to the mob is a walk around. It tries to run directly to said mob in a straight line. I also tried your exact code in act3 from those zones and it is still performing the same behaviour.
 
Last edited by a moderator:
Hey kick I tried using the explore dungeon tag on tower of the damned level 1 and level 2 also on rakkis crossing. It seems to bugout naving in certain corners it also tries to attack mobs as melee that it cannot reach for example from a higher/lower ledge where the path to the mob is a walk around. It tries to run directly to said mob in a straight line. I also tried your exact code in act3 from those zones and it is still performing the same behaviour.

the explore functionality in db is still rather buggy unfortunately :(
 
Currently the explore functionality is not usable, but hopefully it will be in the next few patches.
 
Currently the explore functionality is not usable, but hopefully it will be in the next few patches.

yup agreed, tried it yesterday for weeping hollows, it works "quite" good however gets stuck alot of times which makes it worthless in that regard

also can anyone tell me why this isnt working ?


</If>
<If condition="IsActiveQuestStep(2) and ZetaDia.CurrentWorldId == 71150"> <!-- Outside -->
<MoveTo questId="72801" stepId="2" name="1st Random Dungeon" pathPrecision="10" x="2234.751" y="1800.836" z="6.155691" />
<UseObject questId="72801" x="2234.751" y="1800.836" z="6.155691" actorId="176007" isPortal="True" destinationWorldId="154587" /> />
<WaitTimer questId="72801" stepId="2" waitTime="5000" />
 
until="ExitFound"

they changed it this week from until exit found true

:|
 
until="ExitFound"

they changed it this week from until exit found true

:|
where do i need to add this in

</If>
<If condition="IsActiveQuestStep(2) and ZetaDia.CurrentWorldId == 71150"> <!-- Outside -->
<MoveTo questId="72801" stepId="2" name="1st Random Dungeon" pathPrecision="10" x="2234.751" y="1800.836" z="6.155691" />
<UseObject questId="72801" x="2234.751" y="1800.836" z="6.155691" actorId="176007" isPortal="True" destinationWorldId="154587" /> />
<WaitTimer questId="72801" stepId="2" waitTime="5000" />
 
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