What's new
  • Visit Rebornbuddy
  • Visit Panda Profiles
  • Visit LLamamMagic
  • Visit Resources
  • Visit Downloads
  • Visit Portal

[Release] Demonbuddy - Glorious Monday build (#252)

Status
Not open for further replies.
Well bot tried to loot a potion

Go back and forth until i move with my mouse

So basically inactivity time would be triggered and bot would have quit the game

Yeah I am also getting a loop with town portal as well??

Code:
[19:19:30.668 N] Opening door trOut_Cultists_Summoning_Portal_B-7567
[19:19:30.678 V] Blacklisting 94460073 for 00:00:02
[19:19:32.758 N] Opening door trOut_Cultists_Summoning_Portal_B-7567
[19:19:32.758 V] Blacklisting 94460073 for 00:00:02
[19:19:34.818 N] Opening door trOut_Cultists_Summoning_Portal_B-7567
[19:19:34.818 V] Blacklisting 94460073 for 00:00:02
[19:19:37.468 N] Opening door trOut_Cultists_Summoning_Portal_B-7567
[19:19:37.468 V] Blacklisting 94460073 for 00:00:02
[19:19:42.058 D] Parsing parent type table: 167097204
[19:19:44.678 N] Opening door trOut_Cultists_Summoning_Portal_B-7567
[19:19:44.678 V] Blacklisting 94460073 for 00:00:02
[19:19:47.008 N] Opening door trOut_Cultists_Summoning_Portal_B-7567
[19:19:47.018 V] Blacklisting 94460073 for 00:00:02
 
Searching for exit's seems unreliable. It is searching for awhile then it seems that it thinks it fully explored when it actually hasn't and just goes onto the next line of code. Which is a useobect of said exit. The exit is not even found or even close at this point so it just gets stuck.
 
@Gard: Nesox told me to use the ObjectFound explore tag if I was to use a UseObject after. Which I still feel kind of defeats the purpose so I was wondering, would you be able to put a Explore tag for full explore, then after that do an explore tag till object found - Only thing is im not 100% sure if the object found is based on having been near it before leaving it flagged as found or being within X distance for it to be flagged as found. If its the latter double explore tags could solve it temporarily.
 
@Gard: Nesox told me to use the ObjectFound explore tag if I was to use a UseObject after. Which I still feel kind of defeats the purpose so I was wondering, would you be able to put a Explore tag for full explore, then after that do an explore tag till object found - Only thing is im not 100% sure if the object found is based on having been near it before leaving it flagged as found or being within X distance for it to be flagged as found. If its the latter double explore tags could solve it temporarily.

I am not a fan of using ObjectFound especially in regards to exits. Because the Object you are searching for is a portal which very well likely be the same actorid of the entrance you just walked through.

I just tried searching for an exit in a two level dungeon and it is still saying it is finding the exit way to soon. Maybe the bot is actually finding the exit in the mapviewer but can't guide it's way to use it. Regardless it is triggering the next line which is the useobject. Can't use if ActorIDexist checks since you don't know the x,y,z.
 
Another potential problem are Siege Doors. Those dual wood planks that fold down. Confusing the bot for sure.
Code:
GizmoType: Door Name: a3dun_Keep_SiegeTowerDoor_A-8012 ActorSNO: 54850

It's able to open theese now, they require abit higher range than normal doors.
Thanks for reporting it, will work in the next build.

68mjgeid.jpg
 

Attachments

  • 68mjgeid.webp
    68mjgeid.webp
    69.6 KB · Views: 40
New build up!

.242
  • No longer get's stuck on walls of fire in "The Keep Depths" and some other unattackable objects.
  • Is now able to open "Siege Tower Doors" in "The Keep Depths" wich requires some extra distance when clicking.
  • Now logs the actorID of obstacles the bot destroys.
  • Logging destroying obstacles moved to "Diagnostic"
 
Last edited:
Good to see you are back from vacation. I hope you enjoyed yourself!
 
New build up!

.242
  • No longer get's stuck on walls of fire in "The Keep Depths" and some other unattackable objects.
  • Is now able to open "Siege Tower Doors" in "The Keep Depths" wich requires some extra distance when clicking.
  • Now logs the actorID of obstacles the bot destroys.
  • Logging destroying obstacles moved to "Diagnostic"


can you also add monster level ?
 
Still having problems with the bot finding the exit reliably. I can't tell if the radius of finding exit is to large. It has to be huge for it to be triggering it so far away. Tried lowering box size but can only make it so small.
 
tried running this on arreat core and keep depths, works OK on arreatcore and keep depths level 3, with some little bit of stutter lag..that makes d3 freeze for a split second. all 3 times i ran it, it didnt explore the whole dungeon before tping.

problem is keep depths 1, took the bot like 30 mins to explore, would go around the edges of every room, and as well, theres a massive freeze every few seconds.. d3 would freeze for like 3-5 seconds then resume. still way too unreliable to be used.

going back to just doing static profiles until its much more smoother and it can find exits and such. but thanks for the updates.. it is improving nonetheless
 
Still having problems with the bot finding the exit reliably. I can't tell if the radius of finding exit is to large. It has to be huge for it to be triggering it so far away. Tried lowering box size but can only make it so small.

Brought this up to Nesox earlier itself and he's aware of it as far as I know.
 
anyone else experiencing major lag in large groups of mobs since updating from 2.4.1 - 2.4.2? I always follow the fresh install procedure when I update but its a massive increase in stutter, and it doesn't look like there were any major fixes between those 2 releases ( they were only an hour or so apart). Im using Giles Trinity and Profile Switcher (Both fresh installed).
 
anybody have a reliable box size and tolerance for keep depths 1 and 2?
 
It is "Random dungeons still not working Monday Build!"
 
are exit hashes even working for anybody? havent had it work once

If I put a bot in front of an exit. It finds the exit. Exit hash's are working fine. That is not the problem.

What I think is happening is the bot thinks it explored everything and didn't find an exit. So it must not exist. So it goes from Until Exit to Fully Explored which it thinks it just did. The problem it really isn't all the way explored. Missing an alley or something it could go down and actually find the exit. Seems to happen the most on a small hallway. So with a small hallway with nothing on the sides and you end up with to big of a big box size and tolerance. But you don't want them to be to small or it will take forever. Makes for a hard solution.

Right now the best way to do dungeons is find one you can WP in and TP out. Keep Level 2,3 and Arreat Crater 1,2 are easiest to just set to Fully Explored and then TP out. It would be nice though to get exit's working on Arreat Crater cause that means we could add Siegebreaker in the mix.
 
If I put a bot in front of an exit. It finds the exit. Exit hash's are working fine. That is not the problem.

What I think is happening is the bot thinks it explored everything and didn't find an exit. So it must not exist. So it goes from Until Exit to Fully Explored which it thinks it just did. The problem it really isn't all the way explored. Missing an alley or something it could go down and actually find the exit. Seems to happen the most on a small hallway. So with a small hallway with nothing on the sides and you end up with to big of a big box size and tolerance. But you don't want them to be to small or it will take forever. Makes for a hard solution.

Right now the best way to do dungeons is find one you can WP in and TP out. Keep Level 2,3 and Arreat Crater 1,2 are easiest to just set to Fully Explored and then TP out. It would be nice though to get exit's working on Arreat Crater cause that means we could add Siegebreaker in the mix.
is there documentation anywhere regarding the xml attributes? the only one i found was in the profile subforum and was obviously quite old. anyway i couldnt even get exit hash to work in keep level 1
<ExploreArea questId="1" boxTolerance="0.45" boxSize="15" exploreUntilExit="True" exitNameHash="-1699330855" />
this is what i have. it walks towards the exit then just turns around and starts running around again. what am i doing wrong?

using until="ObjectFound" actorId="175482" works every time though, but cant use this for everything, entry/exit in keep depths 2 has the same actorid, for example.
 
Pushed a new build with a few fixes for Belphegor.
Should lag alot less with this one.
 
Status
Not open for further replies.
Back
Top