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[Beta] Demonbuddy daily beta builds

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ExploreArea work better now, but it need to improve, when i do random cave, can't allocate the second level entrance. By some luck may be, out of 10 only once success.
Example of my script for Cave spawn in FOS
<TrinityIfSNOInRange snoid="176003" range="120">
<TrinityMoveToSNO questId="1" snoid="176003" pathPrecision="15" />
<WaitTimer questId="1" WaitTime="1000" />
<TrinityInteract questId="1" snoid="176003" />
<WaitTimer questId="1" WaitTime="5000" />
<ExploreArea questId="1" boxTolerance="0.40" boxSize="15" until="ExitFound" exitNameHash="151580180" />
<WaitTimer questId="1" WaitTime="1000" />
<TrinityLog questId="1" output="Cleared Level 1 then attempt to go Level 2" />
<TrinityIfSNOInRange snoid="176038" range="120">
<TrinityMoveToSNO questId="1" snoid="176038" pathPrecision="15" />
<WaitTimer questId="1" WaitTime="1000" />
<TrinityInteract questId="1" snoid="176038" />
<WaitTimer questId="1" WaitTime="2000" />
<ExploreArea questId="1" boxTolerance="0.4" boxSize="15" until="FullyExplored" leaveWhenExplored="True" />
<TrinityLog questId="1" output="Cleared Level 2" />
</TrinityIfSNOInRange>
</TrinityIfSNOInRange>

With this script there's few problem i encountered.
1. Exploring dungeon will go back to some location which already explored, waste time.
2. How to interact with the random location entrance using DB's profile tag? I only can use trinity to enter level 2, but sometimes explorearea will stop at far distant, trinity tag didn't included NAV will stucked or Out of detection distant.
3. until="ExitFound" not doing full exploration and stopped. I have monitored for many times, the wings with exit, bot just don't fully explore the area and stopped. I thought ExitFound should base on FullyExplored but breakout from the exploration when object found. Because FullyExplored does explore the whole place from my monitoring. ExitFound also should make sure the bot move nearer to the object when found, ease for us to complete the dungeon things...

Please comment...
 
just downloaded. running with giles trinity, unstuck me, and rads atom for plugins. ACT 3 inferno. props to big reds champion hunting profile. amazing work. runs almost seamlessly.


Edit. Will test and reply with the results.
 
so now that we have the patch live on EU this works on eu too? or still for some reason US only?

Edit: works like a charm
 
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Maybe Im just bad at this but im still new to this thing.
But mine just crashes straight out I just log in and it crashes is there going to be an official release that will resolve this problem or is the beta version going to be used all the time now?
 
ExploreArea work better now, but it need to improve, when i do random cave, can't allocate the second level entrance. By some luck may be, out of 10 only once success.
Example of my script for Cave spawn in FOS


With this script there's few problem i encountered.
1. Exploring dungeon will go back to some location which already explored, waste time.
2. How to interact with the random location entrance using DB's profile tag? I only can use trinity to enter level 2, but sometimes explorearea will stop at far distant, trinity tag didn't included NAV will stucked or Out of detection distant.
3. until="ExitFound" not doing full exploration and stopped. I have monitored for many times, the wings with exit, bot just don't fully explore the area and stopped. I thought ExitFound should base on FullyExplored but breakout from the exploration when object found. Because FullyExplored does explore the whole place from my monitoring. ExitFound also should make sure the bot move nearer to the object when found, ease for us to complete the dungeon things...

Please comment...
the dungeonexplorer is awful and needs a lot of work, bugs like you mentioned (not properly finding the exit) were supposedly fixed a few builds ago, but werent. the bot still randomly decides to stop without finding the exit (even if the given size and tolerance allows a path to the exit). take my advice and just give up on it, its only going to cause you more and more frustration.
 
Works fine for me on eu? Any reason i should not use it until tomorrow? Just asking since you wrote it with very large big red letters :)
 
Beta is working great no lag at all when you click out the game and all plugins still work and DB is running batter then ever has been
 
so now that we have the patch live on EU this works on eu too? or still for some reason US only?

I think that is because the Patch on the US Servers has gone live yesterday. So until then the Beta would have only worked on US-Servers.
Patch on EU has gone live somewhen early in the morning and since then the Beta is working fine on EU too.
 
I think that is because the Patch on the US Servers has gone live yesterday. So until then the Beta would have only worked on US-Servers.
Patch on EU has gone live somewhen early in the morning and since then the Beta is working fine on EU too.

There's a new stable build up that works on eu
 
beta is awesome, great job, ww barb is ww through targets instead of away from them. still some troubles when ranged mobs are on stairs, seems to do the old run towards then run away using ww, without touching them, but at least it is better on mobs on the same level. i can manage much higher mp now, awesome thanks
 
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There's a new stable build up that works on eu

Where is this working beta on EU servers?... cause when I trying to use it , its stop at "flasing window" and nothing more happend
 
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My beta (which is the same build as release) is working fine. Been running for hours (EU) already, but I do have one small issue that I hope you can look at Nesox.
I'm trying to develop a complete A1 quest profile, which is working perfectly untill it reaches the Hidden Cellar below Adria's Hut.
At this point I'm getting spammed in log with the following:
Code:
[09:51:11.060 D] Exception during scheduling Pulse: System.NullReferenceException: Object reference not set to an instance of an object.   at Zeta.CommonBot.ProfileOrderManager.(IEnumerable`1 )
   at Zeta.CommonBot.ProfileOrderManager.UpdateCurrentBehavior()
   at Zeta.CommonBot.ProfileManager.UpdateCurrentProfileBehavior()
   at Zeta.CommonBot.Logic.OrderBot.(Object , EventArgs )
   at Zeta.CommonBot.Logic.BrainBehavior.()
And this continues while it tries to path it's way back to the Cellar's (outside) Entrance which is impossible.

Is it because the Hidden Cellar isn't meshed well enough?
Logs attached.
 

Attachments

Just wanna give thumbs up for the new 3d-2d and long distance click adds.. Really makes alot of difference in the keyrunning profiles with a barb!
 
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