Magi
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- Joined
- Oct 12, 2012
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working great, thank you. what is the modded giles for?
Giles had set the range to attack wardens to 150...the problem with this is your character was likely to go after the warden without finding him at the MoveTo point, thus negating my warden Check. So what i did is set it to a low value (25) so it didn't see the Warden, and set MY warden check to 150. So my script finds him, then sends your character after him

wenhui123 - not sure what it's doing there, will have to look into it. On Acts 2 & 3, you will get a profile load error because I have to force the keyrun script to be disabled because on those profiles, it is possible to come in with NV3 or 4 (in rares cases 2 ack!). Your game should still run fine though, might attempt to teleport for the first minute or so but never do it because the program will continue telling your bot to MoveTo map points.
FOR ALL RUNNING 1.2.1,
I noticed a stuck point in Act 3 as a result of my new Keywarden search script. It happened on a narrow corridor. The bot eventually reset, but of course, never could get to the Keywarden. This is a result of the TrinityMoveTo script which I use to send your character to the position of the Keywarden. This is a straight line attempt to move, it doesn't work as well as the normal MoveTo, resulting in getting stuck. I am going to run through Act 3 and figure out where the stuck points are when it finds the keywarden. I'm thinking there may be 2-3 (the very beginning, the middle where I got stuck, and near the end where he is tucked away on a half destroyed platform).
If you're worried, you can reduce the radius in the XML at the top:
Code:
<!-- Search map until Keywarden is spotted -->
<While condition="not ActorExistsAt(256015, ZetaDia.Me.Position.X, ZetaDia.Me.Position.Y, ZetaDia.Me.Position.Z, [B]150[/B])">
Try changing the 150 to 75, or maybe 50. This will reduce the chances of my script properly firing, but it should prevent getting stuck in those small corridors. I'm gonna take a break for now and come back to this tomorrow. So far, my character has successfully attempted to go after the keywarden every run (I think I'm up to 9 or 10). Very promising.