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New version stuck issues

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nagol

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I decided to download the newest version of DB (#250) as I was having problems like everyone else where the bot get's stuck in different areas. After downloading #250 and latest trinity, my bot cannot make it through the skycrown battlements portal, he runs around above it and just runs back and fourth. I tried a fresh install, same thing, here is my log.
 

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I decided to download the newest version of DB (#250) as I was having problems like everyone else where the bot get's stuck in different areas. After downloading #250 and latest trinity, my bot cannot make it through the skycrown battlements portal, he runs around above it and just runs back and fourth. I tried a fresh install, same thing, here is my log.

Holy shit. A properly posted stuck thread, this is incredibly rare here.

Hopefully someone takes a look... Im still waiting 2 builds back until the stuck threads stop showing up.
 
I posted this on the release thread, I'll just quote myself!

Some profiles have their waypoint a bit too far from the door, and have a "pathprecision" set to 10 for the moveto directly before the useobject. This is *BAD*. It tells DB to consider the "moveto" as "successful" when it's 10 units away from the door - and some routines have set the waypoint to the door itself to already be "Only just in range".

Try finding any moveto points before the useobject commands, and if they have a high pathprecision, lower it to 1 or 2. The waypoints themselves may even need shifting to be further into the doorway entrance, but the pathprecision fix is probably going to fix most. This is generally just from getting a little too quick & easy on the copy-pasting, and who can blame anyone for that, those moveto commands get spammy fast! :D

For example, load up skycrowns.xml.
Search for "useobject".
Immediately before that is a "Moveto" tag. Edit the "pathprecision="10"" to "pathprecision="2"".

Save.

Do the same for battlefields, and anywhere else.

Profiles should never have had a pathprecision of 10 before a useobject, but previous DB's did make a better attempt at pathing to them first (but this had it's own random issues too). The profiles/routines should make sure they get close enough to any static doorways before using them, wherever possible.
 
Thanks Giles, I actually saw that after posting this and was giving it a try, it seems to have fixed it... I just went through all the profiles and did a find and replace, set the precision on every waypoint to "1". Is there any harm in doing that? Or should I go back through and set them all back to 10 and only use "1" before it does the use object?
 
hey Giles, just wanted to clarify, is DB's current version 250 working as intended and all we need to do is adjust each profile to what you posted above that requires it? i only ask because i am hesitant to update to 250 unless its deemed necessary.
 
Thanks Giles, I actually saw that after posting this and was giving it a try, it seems to have fixed it... I just went through all the profiles and did a find and replace, set the precision on every waypoint to "1". Is there any harm in doing that? Or should I go back through and set them all back to 10 and only use "1" before it does the use object?

A high pathprecision can help prevent stucks if those waypoints are close to walls, random objects, random things generated by D3 that sometimes move around each map etc.

You should only lower the pathprecision where it's more critical to get exactly to the correct point - which is just the *ONE* moveto tag before a useobject.

So don't change them all - ONLY the ones just before a useobject tag.
 
changed all pathprecision to 2 at all profiles
lets see will it work

Urrr, read my above post. Not saying changing *ALL* pathprecisions won't work - but you might get more stucks than before :P You should only change the *ONE* moveto tag immediately prior to a useobject tag! :D
 
Urrr, read my above post. Not saying changing *ALL* pathprecisions won't work - but you might get more stucks than before :P You should only change the *ONE* moveto tag immediately prior to a useobject tag! :D

what about things like this

<If condition="ActorExistsAt(176001, 1373.309, 587.0353, -22.31143, 30)and ZetaDia.CurrentWorldId == 95804">
<WaitTimer WaitTime="500" />
<UseObject questId="1" actorId="176001" interactrange="25" />
 
what about things like this
<If condition="ActorExistsAt(176001, 1373.309, 587.0353, -22.31143, 30)and ZetaDia.CurrentWorldId == 95804">
<WaitTimer WaitTime="500" />
<UseObject questId="1" actorId="176001" interactrange="25" />

They should all still be fine, but I'm not a profile maker myself. You'd have to ask the profile/routine makers - it'd probably depend on exactly each situation. I would say for now you don't have to edit anything EXCEPT the single moveto tag immediately before a useobject command on the doorways (which for Act 3 should only be one in "skycrowns" and one in "battlefields", depending which routines/profiles you run).
 
They should all still be fine, but I'm not a profile maker myself. You'd have to ask the profile/routine makers - it'd probably depend on exactly each situation. I would say for now you don't have to edit anything EXCEPT the single moveto tag immediately before a useobject command on the doorways (which for Act 3 should only be one in "skycrowns" and one in "battlefields", depending which routines/profiles you run).

alright testing the profile right now as you suggested :d
 
Thanks Giles, I actually saw that after posting this and was giving it a try, it seems to have fixed it... I just went through all the profiles and did a find and replace, set the precision on every waypoint to "1". Is there any harm in doing that? Or should I go back through and set them all back to 10 and only use "1" before it does the use object?

It looks like this is the issue you're experiencing atm.

pathPrecision.

Basically pathPrecision says "how far away can I be from the exact co-ordinates specified before I go to the next line of the profile"
In some instances you want this number to be larger say you're running through an area and want to get to the other side as fast as possible, higher pathprecision values mean you'll get to the end destination faster as well as take a very slightly varied route each time.
Other times you want very small values or none at all (the default setting is 0) when you are navigating through tight spaces, or past obstacles that can cause stucks if you don't move through carefully. Or now with the newer DB releases you need to be very close to a door to interact with it.

So changing all pathPrecision can cause more stucks and will slow the runs slightly. It's best to change the value to "1" for any MoveTo line that's just before a UseObject line. We are currently going through a2/a3 stuff as I type to sort this out.
 
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