<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>
so now that we have the patch live on EU this works on eu too? or still for some reason US only?
I second this question![]()
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.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...
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.
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
[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.()