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[A1-3 Inferno] KeyHuntinn

I've noticed that if I die in Leoric's Hunting Grounds I wp back to Leorics Manor and get stuck in his courtyard up in a corner. Only done it a few times, so I don't have a log or ss but if it happens again I'll make sure to show a long. Anyone else get that stuck though or is it just me? Other than that, the profile is tits.
 
New version up, check changelog for details, but lots of improvements.

I've noticed that if I die in Leoric's Hunting Grounds I wp back to Leorics Manor and get stuck in his courtyard up in a corner. Only done it a few times, so I don't have a log or ss but if it happens again I'll make sure to show a long. Anyone else get that stuck though or is it just me? Other than that, the profile is tits.

Let me know if it keeps doing this with new version, hopefully fixed those kind of things
 
THANK YOU (especially for the git repo :)

When new db is released i will definitely do more testing.
 
Agreed, gets stuck at tops of stairs in Leoric's Manor courtyard, LHS stairs, on the inside edge, thats with 1.5

G

Ah yes, I know exactly the spot you're talking about, I'll see if I can't get that tweaked. meanwhile I just may have a fix for the Trinity town run / key warden profile start bug, just gotta catch it it action to make sure
 
Is it just me or does the bot miss a big corner out of the Dulgar Oasis which is often a spawn point for the KW? Right down in the bottom left as it comes from the path to the oasis.
 
KeyHuntinn_v1.5 bugs if you get the 5th stack and it gets full inv, but there is still an item on the ground.
Then it goes to town, and back down, but is just stands there if the loot is to long away, if you run close to the loot it will pick it up and just stand still. If you press T (teleport) it will tele to town and then continue to Key
 
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There is a loop in Odeg if you take the cemetary waypoint. area id 72712 is fine...

Code:
diff --git a/KeyHuntinn_Odeg.xml b/KeyHuntinn_Odeg.xml
index e0101dc..f9cba53 100644
--- a/KeyHuntinn_Odeg.xml
+++ b/KeyHuntinn_Odeg.xml
@@ -5,7 +5,7 @@
     <GameParams quest="72801" step="36" act="A1" difficulty="Inferno" resumeFromSave="False" isPrivate="True" numGames="-1"  /
     <Order>
         <!-- force back to town because of transfer from other profiles -->
-        <If condition="(not Me.IsInTown) and (not Zeta.ZetaDia.CurrentLevelAreaId==19952)">
+        <If condition="(not Me.IsInTown) and (not Zeta.ZetaDia.CurrentLevelAreaId==19952) and (not Zeta.ZetaDia.CurrentLevelAr
             <UseTownPortal questId="1" />
             <WaitWhile condition="not Me.IsInTown" />
         </If>
@@ -13,7 +13,7 @@
         <If condition="Me.IsInTown">
             <UseWaypoint questId="1" actorId="223757" x="2981.259" y="2836.146" z="24.89399" waypointNumber="6" />
             <WaitWhile condition="Me.IsInTown" />
-            <While condition="(not Zeta.ZetaDia.CurrentLevelAreaId==19952)">
+            <While condition="(not Zeta.ZetaDia.CurrentLevelAreaId==19952) and (not Zeta.ZetaDia.CurrentLevelAreaId==72712)">
                 <If condition="Me.IsInTown">
                     <UseWaypoint questId="1" actorId="223757" x="2981.259" y="2836.146" z="24.89399" waypointNumber="6" />
                     <WaitWhile condition="Me.IsInTown" />
 
There is a loop in Odeg if you take the cemetary waypoint. area id 72712 is fine...

Code:
diff --git a/KeyHuntinn_Odeg.xml b/KeyHuntinn_Odeg.xml
index e0101dc..f9cba53 100644
--- a/KeyHuntinn_Odeg.xml
+++ b/KeyHuntinn_Odeg.xml
@@ -5,7 +5,7 @@
     <GameParams quest="72801" step="36" act="A1" difficulty="Inferno" resumeFromSave="False" isPrivate="True" numGames="-1"  /
     <Order>
         <!-- force back to town because of transfer from other profiles -->
-        <If condition="(not Me.IsInTown) and (not Zeta.ZetaDia.CurrentLevelAreaId==19952)">
+        <If condition="(not Me.IsInTown) and (not Zeta.ZetaDia.CurrentLevelAreaId==19952) and (not Zeta.ZetaDia.CurrentLevelAr
             <UseTownPortal questId="1" />
             <WaitWhile condition="not Me.IsInTown" />
         </If>
@@ -13,7 +13,7 @@
         <If condition="Me.IsInTown">
             <UseWaypoint questId="1" actorId="223757" x="2981.259" y="2836.146" z="24.89399" waypointNumber="6" />
             <WaitWhile condition="Me.IsInTown" />
-            <While condition="(not Zeta.ZetaDia.CurrentLevelAreaId==19952)">
+            <While condition="(not Zeta.ZetaDia.CurrentLevelAreaId==19952) and (not Zeta.ZetaDia.CurrentLevelAreaId==72712)">
                 <If condition="Me.IsInTown">
                     <UseWaypoint questId="1" actorId="223757" x="2981.259" y="2836.146" z="24.89399" waypointNumber="6" />
                     <WaitWhile condition="Me.IsInTown" />

Thanks, I noticed this the other day, forgot about going through cemetery to get to fields of misery. Will be included in next version

KeyHuntinn_v1.5 bugs if you get the 5th stack and it gets full inv, but there is still an item on the ground.
Then it goes to town, and back down, but is just stands there if the loot is to long away, if you run close to the loot it will pick it up and just stand still. If you press T (teleport) it will tele to town and then continue to Key

Yep, that's why this is listed in the "Known Bugs" section of the first post. I'm currently working on making sure this doesn't happen, but its one of those things that happens just often enough to be annoying to run, but also infrequently enough to be annoying to test for.

Is it just me or does the bot miss a big corner out of the Dulgar Oasis which is often a spawn point for the KW? Right down in the bottom left as it comes from the path to the oasis.

I've noticed this too, and the next version that will come out has a couple more points mapped out on it to help. I had originally intended not to have to work on the profiles themselves, simply how they are strung together, but it seems that I won't be able to get away with that heh.
 
When is the next release? Current one is a little too buggy for me so i'm still waiting. Thanks for the great work
 
When is the next release? Current one is a little too buggy for me so i'm still waiting. Thanks for the great work

Hopefully soon, like I said in the previous post I'm trying to make sure this all works before releasing it lol. If you like, however, you can get a steaming fresh copy from github (link in first post) just be aware that it may have errors because that's the newest stuff I'm working on

EDIT:

On a side note, how does everyone feel about desolate sands in a2? I don't think I even run that profile anymore since using mine > alcarnus > howling plateau. If you guys aren't hitting NV4 in A2, let me know and I'll just remove it (though it doesn't really hurt anything to stay leave it in)
 
Is it normal that on github it's showing that all files we're updated 2 days ago?
 
The keywarden is also sometimes in that lower right loop of oasis...

BTW if the profile doesn't find a warden, it loops in the map forever...

also, is there a way to split oasis into two profiles? Its super long as it is, and there is a second portal in the north.. and if you die towards the end of the profile, it takes a LONG time to get back on track.
 
Keep it... And thanks for the info for the github link.

Yeah, I suppose its not hurting anything, and no problem, I <3 version control heh

Is it normal that on github it's showing that all files we're updated 2 days ago?

Well sometimes, I hadn't pushed my changes up to github in a couple days (midterms :/ ). but I did push some changes today

The keywarden is also sometimes in that lower right loop of oasis...

BTW if the profile doesn't find a warden, it loops in the map forever...

also, is there a way to split oasis into two profiles? Its super long as it is, and there is a second portal in the north.. and if you die towards the end of the profile, it takes a LONG time to get back on track.

Upcoming version has fix for that lower right loop. The looping forever is both good and bad, if the profile has the whole area covered correctly, it will never run a full loop because warden will be hit; if, however, there are spots missing, it will keep going. This is bad for runs, but good for testing haha. The new points I've added for upcoming version *should* cover everything for a2 warden now though.

As for splitting the profile, I know what you mean about how long it is. But the last couple versions should have the fix to keep you from re-running profile if you die. I'll turn up my mp and test it out though, don't want to backtrack
 
On a side note, how does everyone feel about desolate sands in a2? I don't think I even run that profile anymore since using mine > alcarnus > howling plateau. If you guys aren't hitting NV4 in A2, let me know and I'll just remove it (though it doesn't really hurt anything to stay leave it in)

I never hit it it seems. That said, it can't hurt to keep it in.
 
The looping forever is both good and bad, if the profile has the whole area covered correctly, it will never run a full loop because warden will be hit; if, however, there are spots missing, it will keep going. This is bad for runs, but good for testing haha. The new points I've added for upcoming version *should* cover everything for a2 warden now though.

Now that you mention it, yea let it loop forever ;) Easier for me to debug too then ..

BTW thank you for all your work.. and, of course, keeping it all in github.

Now if only we could convince giles to use it :)
 
In act 1, when the bot has warped to fields of misery, it has often gotten stuck in the bottom right corner of the map, triggered inactivity, then reloaded the game and headed straight to fields of misery causing an infinite loop.
In act 2, a couple times it couldnt find warden, so it would loop around oasis for hours on end not doing anything.
Just a couple of things that I've noticed, and can't get around.
Edit: Tried it a couple more times, but times the inactivity timer tripped. Each time that happened, a new game wasn't made for some reason.
 
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Request: please add git tags so we know what your zips are built from :) TIA
 
Code:
[22:35:02.835 D] Generating path to Festering Woods #9 - <361.8076, 956.4754, 20.1>
[22:35:02.835 D] Waiting for path request to finish...
[22:35:02.928 D] Generating path to Festering Woods #9 - <361.8076, 956.4754, 20.1>
[22:35:02.928 V] Path generation failed! Unknown world ID 60394!
[22:35:02.928 D] Could not generate path!

I think this happens if you die in crypt of the ancients, and respawn in there. profile restarts, thinks you are in festering woods, and fails.

this fixes it for b. 2a already has this fix apparently.

Code:
diff --git a/KeyHuntinn_A1_NV2b.xml b/KeyHuntinn_A1_NV2b.xml
index 60bba7c..6f37ada 100644
--- a/KeyHuntinn_A1_NV2b.xml
+++ b/KeyHuntinn_A1_NV2b.xml
@@ -63,18 +63,20 @@
                 <MoveTo questId="1" x="279.0309" y="724.4062" z="20.1" name="Out #4" pathPrecision="1" />
                 <ToggleTargeting questId="1" combat="True" looting="True" lootRadius="70" killRadius="30" />
             </If>
-            <MoveTo questId="1" x="226.6845" y="687.008" z="20.1" name="Festering Woods #9" pathPrecision="1" unsafeRandomDistance="5" />
-            <MoveTo questId="1" x="233.8941" y="893.9667" z="20.1" name="Festering Woods #10" pathPrecision="1" unsafeRandomDistance="5" />
-            <MoveTo questId="1" x="264.9545" y="957.0999" z="20.1" name="Festering Woods #11" pathPrecision="1" unsafeRandomDistance="5" />
-            <MoveTo questId="1" x="308.4615" y="962.7083" z="20.1" name="Festering Woods #12" pathPrecision="1" unsafeRandomDistance="5" />
-            <MoveTo questId="1" x="370.9303" y="960.3871" z="20.1" name="Looking for CotA #3" pathPrecision="1" />
-            <If condition="ActorExistsAt(176008, 306.6887, 876.4686, 16.03057, 15)  and Zeta.ZetaDia.CurrentWorldId==71150">
-                <ToggleTargeting questId="1" combat="False" looting="False" lootRadius="70" killRadius="30" />
-                <WaitTimer waitTime="100" />
-                <MoveTo questId="1" x="338.6352" y="920.71" z="20.1273" name="In #1" pathPrecision="1"/>
-                <MoveTo questId="1" x="324.7045" y="898.0819" z="17.88341" name="In #2" pathPrecision="1"/>
-                <MoveTo questId="1" x="323.1196" y="887.4232" z="17.39608" name="In #3" pathPrecision="1"/>
-                <UseObject questId="1" x="315.0742" y="880.1865" z="15.85664" actorId="176008" isPortal="True" destinationWorldId="60394" />
+            <If condition="not Zeta.ZetaDia.CurrentWorldId==60394">
+               <MoveTo questId="1" x="226.6845" y="687.008" z="20.1" name="Festering Woods #9" pathPrecision="1" unsafeRandomDistance="5" />
+               <MoveTo questId="1" x="233.8941" y="893.9667" z="20.1" name="Festering Woods #10" pathPrecision="1" unsafeRandomDistance="5" />
+               <MoveTo questId="1" x="264.9545" y="957.0999" z="20.1" name="Festering Woods #11" pathPrecision="1" unsafeRandomDistance="5" />
+               <MoveTo questId="1" x="308.4615" y="962.7083" z="20.1" name="Festering Woods #12" pathPrecision="1" unsafeRandomDistance="5" />
+               <MoveTo questId="1" x="370.9303" y="960.3871" z="20.1" name="Looking for CotA #3" pathPrecision="1" />
+               <If condition="ActorExistsAt(176008, 306.6887, 876.4686, 16.03057, 15)  and Zeta.ZetaDia.CurrentWorldId==71150">
+                   <ToggleTargeting questId="1" combat="False" looting="False" lootRadius="70" killRadius="30" />
+                   <WaitTimer waitTime="100" />
+                   <MoveTo questId="1" x="338.6352" y="920.71" z="20.1273" name="In #1" pathPrecision="1"/>
+                   <MoveTo questId="1" x="324.7045" y="898.0819" z="17.88341" name="In #2" pathPrecision="1"/>
+                   <MoveTo questId="1" x="323.1196" y="887.4232" z="17.39608" name="In #3" pathPrecision="1"/>
+                   <UseObject questId="1" x="315.0742" y="880.1865" z="15.85664" actorId="176008" isPortal="True" destinationWorldId="60394" />
+               </If>
             </If>
             <If condition="Zeta.ZetaDia.CurrentWorldId==60394">
                 <ToggleTargeting questId="1" combat="True" looting="True" lootRadius="70" killRadius="30" />
 
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