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Unified Trinity Community Edition

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Noticed an odd behavior today. Bot stood there at the edge of one of those black pools created by Foul Conjurers in Act 2 (Alcarnus specifically) until the pool was gone and whatever monster was being summoned came out. Even though he was standing like 3 inches from an enemy, still just stood there. I'll dump actors next time I see it and see if I can't find the issue
 
the pause button seems to have issues. Several times I have paused, but when clicking unpause, it wont unpause, it stays paused, eventhough the button says otherwise.

hi fuimusbruce:

* When does this happen? E.g. are you already in town, or in the combat world?
* Can you provide a log? This will help me post i think.
* Do you see any errors?
* Is the pause button updated with different text?
 
Noticed an odd behavior today. Bot stood there at the edge of one of those black pools created by Foul Conjurers in Act 2 (Alcarnus specifically) until the pool was gone and whatever monster was being summoned came out. Even though he was standing like 3 inches from an enemy, still just stood there. I'll dump actors next time I see it and see if I can't find the issue

This happened to me yesterday too. Who broke it... ??? :D

Go into Advanced Tab in Trinity config, enable "Debug Cache System" and "Debug Targetting System"

It's like a DumpRActors every tick and will tell you why/why not things were ignored or picked as a target
 
hi fuimusbruce:

* When does this happen? E.g. are you already in town, or in the combat world?
* Can you provide a log? This will help me post i think.
* Do you see any errors?
* Is the pause button updated with different text?

Ill do some testing later and update with more info and a log.
 
Code:
diff --git a/Sources/RefreshDiaObject.cs b/Sources/RefreshDiaObject.cs
index 378e7fc..6983fc6 100644
--- a/Sources/RefreshDiaObject.cs
+++ b/Sources/RefreshDiaObject.cs
@@ -456,7 +456,9 @@ namespace GilesTrinity
                 // Handle Unit-type Objects
                 case GObjectType.Unit:
                     {
-                        AddToCache = RefreshGilesUnit(AddToCache);
+                       try {
+                           AddToCache = RefreshGilesUnit(AddToCache);
+                       } catch{ }
                         break;
                     }

This gets rid of most of the spammy exceptions
 
This happened to me yesterday too. Who broke it... ??? :D

Go into Advanced Tab in Trinity config, enable "Debug Cache System" and "Debug Targetting System"

It's like a DumpRActors every tick and will tell you why/why not things were ignored or picked as a target

Love the debug stuff, so much easier than dumping actors. Though I think the amount of logging can crash db (at least it crashed mine once or twice). Found the problem though, looks like its not moving in to range correctly:
Code:
[23:02:52.955 V] [Trinity][Targetting]Target changed to Unit TriuneSummoner_C (6038)
[23:02:52.955 V] [Trinity][Targetting]Attack Target=TriuneSummoner_C {6038}. Type=Unit C-Dist=7. R-Dist=4.78. RangeReq'd: 10. Power=Barbarian_Whirlwind (range 10) Weight=11411.1829089318 MOVING INTO RANGE

And of course, here's a full log
View attachment 5460 2012-12-02 16.59.txt.zip
 
Noticed an odd behavior today. Bot stood there at the edge of one of those black pools created by Foul Conjurers in Act 2 (Alcarnus specifically) until the pool was gone and whatever monster was being summoned came out. Even though he was standing like 3 inches from an enemy, still just stood there. I'll dump actors next time I see it and see if I can't find the issue

Tin man u so sexy.
 
Just wanted to say it's awesome to see you guys putting in so much work. Comes with some bugs but you guys are putting in some really cool features.
 
Code:
diff --git a/Sources/RefreshDiaObject.cs b/Sources/RefreshDiaObject.cs
index 378e7fc..6983fc6 100644
--- a/Sources/RefreshDiaObject.cs
+++ b/Sources/RefreshDiaObject.cs
@@ -456,7 +456,9 @@ namespace GilesTrinity
                 // Handle Unit-type Objects
                 case GObjectType.Unit:
                     {
-                        AddToCache = RefreshGilesUnit(AddToCache);
+                       try {
+                           AddToCache = RefreshGilesUnit(AddToCache);
+                       } catch{ }
                         break;
                     }

This gets rid of most of the spammy exceptions

I found the last place where I didn't change the log level so it was still writing to the Quiet level. I think hti found a way to rid ourselves of these forever and actually correctly read all the memory values... but we will see with the next build :)
 
hi fuimusbruce:

* When does this happen? E.g. are you already in town, or in the combat world?
* Can you provide a log? This will help me post i think.
* Do you see any errors?
* Is the pause button updated with different text?

* When does this happen? E.g. are you already in town, or in the combat world? anywhere
* Can you provide a log? This will help me post i think. log attached
* Do you see any errors? no errors
* Is the pause button updated with different text? no it continues to say bot paused on bottom regardless of pressing the pause button
 

Attachments

Hi guys,

I'm using CM wizard but why does it cast the twister elsewhere and not on mobs? Anyone facing the same issue?


Thanks.
 
Getting this in the developer version if you guys didn't see it yet

Code:
[03:14:45.538 N] [Trinity]No more space to pickup a 2-slot item, now running town-run routine.
[03:14:46.921 N] [Trinity]DEBUG: spiritStone_norm_unique_03-164,Madstone,63
[03:14:47.117 N] [Trinity]DEBUG: twoHandedMace_norm_unique_04-168,Sledge of Athskeleng,62
[03:14:47.261 N] [Trinity]DEBUG: XBow_norm_unique_05-170,Pus Spitter,60
[03:14:47.405 N] [Trinity]DEBUG: Cloak_norm_base_04-171,Fervent Cloak,62
[03:14:47.480 N] [Trinity]DEBUG: Belt_hell_base_04-172,Last Braid,61
[03:14:47.560 N] [Trinity]DEBUG: Emerald_08-173,Flawless Square Emerald,60
[03:14:47.568 N] [Trinity]DEBUG: Gloves_hell_base_05-174,Highlander's Brace,62
[03:14:47.649 N] [Trinity]DEBUG: handXbow_norm_base_07-175,Killing Wing,62
[03:14:47.690 N] [Trinity]DEBUG: handXbow_norm_base_06-176,Hunter's Sun,61
[03:14:47.732 N] [Trinity]DEBUG: chestArmor_hell_base_06-177,Bloody Vestments,63
[03:14:47.804 N] [Trinity]DEBUG: pants_hell_base_05-178,Unwavering Cords,62
[03:14:47.884 N] [Trinity]DEBUG: handXbow_norm_base_07-179,Prey Gambit,62
[03:14:47.923 N] [Trinity]DEBUG: Belt_hell_base_05-180,Knight's Renegade,62
[03:14:48.001 N] [Trinity]DEBUG: Ruby_08-181,Flawless Square Ruby,60
[03:14:48.009 N] [Trinity]DEBUG: chestArmor_hell_base_05-182,Highlander's Aegis,62
[03:14:48.082 N] [Trinity]DEBUG: twoHandedMace_norm_base_04-183,Bloody Judge,61
[03:14:48.138 N] [Trinity]DEBUG: Belt_hell_base_06-184,Strong Harness,63
[03:14:48.222 N] [Trinity]DEBUG: Belt_hell_base_06-185,Unwavering Binding,63
[03:14:48.302 N] [Trinity]DEBUG: combatStaff_norm_base_02-186,Focused Scorn,61
[03:14:48.357 N] [Trinity]DEBUG: Cloak_norm_base_03-187,Stalwart Wraps,61
[03:14:48.433 N] [Trinity]DEBUG: Boots_hell_base_04-188,Insolent Striders,61
[03:14:48.518 N] [Trinity]DEBUG: Amethyst_08-189,Flawless Square Amethyst,60
[03:14:48.543 D] System.FormatException: Input string was not in a correct format.
   at System.Text.StringBuilder.AppendFormat(IFormatProvider provider, String format, Object[] args)
   at System.String.Format(IFormatProvider provider, String format, Object[] args)
   at Zeta.Common.Logging.Write(LogLevel level, String format, Object[] args)
   at GilesTrinity.Technicals.DbHelper.Log(TrinityLogLevel level, LogCategory category, String formatMessage, Object[] args)
   at GilesTrinity.GilesTrinity.GilesStashOverlord(Object ret)
   at GilesTrinity.GilesTrinity.<GetStashDecorator>b__20(Object ctx)
   at Zeta.TreeSharp.Decorator.CanRun(Object context)
   at Zeta.TreeSharp.Decorator..()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.TreeSharp.PrioritySelector..()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.TreeSharp.Decorator..()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.TreeSharp.PrioritySelector..()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.Common.HookExecutor.Run(Object context)
   at Zeta.TreeSharp.Action.RunAction(Object context)
   at Zeta.TreeSharp.Action..()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.TreeSharp.PrioritySelector..()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.CommonBot.BotMain.()

Edit: took blacksmith plans out of INV and stashing works fine. I turned off picking them up for now
 
Last edited:
Note: copied this from the wizard thread, just in case jubis misses it :)

Sup Wizard dudes, I have a couple of questions for ya


I've seen this very interesting comment in the new Unified thread:
"WTB Better CM/WW Wizard Logic"
I'd like to know your opinion on this. Does that need improving? If so, what needs to be changed? Has anyone here done it already?
Also, If you have any Wiz improvements you feel should be merged with Trinity just let me know here

And then there's this guy:
"My wizard was simply not playing efficiently. There's definetly something wrong. I'll be monitoring and testing future versions of this. I am sure you guys will get it figured it out."
Any thoughts?

And: "my wiz is attacking walls."

Any help is appreciated!

Sup jubis, I'm guessing that guy means that CM/WW isn't as efficient as hand playing the wizard.

1) Energy Twister only gets casted when you have enough Arcane Power.
1a) When the Wizard runs out of Arcane Power to cast an offensive spell (in this case, Energy Twister), that particular spell reverts to a "default attack". With GilesTrinity, demonbuddy doesn't recognize that "default attack" as a usable spell as the main spell (Energy Twister) is "uncastable" giving messages such as "are you sure your crit chance is enough for this build" etc. There was an edit (by cfong I think) to the //default attack script for wizards to spam the "default attack" but it has failed to work ever since a certain demonbuddy version.
1b) Positioning of the Energy Twisters is inaccurate at times. Sometimes, it will plant the Twister slightly stray of the mobs. It's all fine and dandy until the mobs move a little, which allows them to escape from the Twister's hit box. No hits = no procs = no cc and diamond skin.

2) Wormhole doesn't work. Modifying the cooldowns does make it work outside of combat, but it retards the use of teleport in combat. As a note, Belphagor is pretty good at using wormhole. We might want to take some reference from that combat sequence.

3) Fire Chains and Arcane Enchanted. Bot has trouble positioning itself against these 2 kind of affixes. In a good situation, bot survives. In a bad situation, bot dies multiple times. I know creating vector lines is insanely resource intensive, but maybe we can actually position ourselves closer to the elites which in turn would allow for more Energy Twister procs and more cc and diamond skin... Which brings us back to the problem of 1a.

4) Frozen. Bot tends to run away towards the side where it is closer to radius of the frost ball. Imagine a circle with a dot in the center. That dot is the ice ball and the circle is the radius of the CC. The bot favors running toward to the shortest distance to the exterior of the circle, which at times, is right beside a wall/door/impenetrable object. I'm guessing this is part of the GilesTrinity avoidance script. A suitable fix would be backtracking 10ft to the previous waypoint (which is totally unblockable because we just came from there, unless its a waller then gg).
 
Note: copied this from the wizard thread, just in case jubis misses it :)



Sup jubis, I'm guessing that guy means that CM/WW isn't as efficient as hand playing the wizard.

1) Energy Twister only gets casted when you have enough Arcane Power.
1a) When the Wizard runs out of Arcane Power to cast an offensive spell (in this case, Energy Twister), that particular spell reverts to a "default attack". With GilesTrinity, demonbuddy doesn't recognize that "default attack" as a usable spell as the main spell (Energy Twister) is "uncastable" giving messages such as "are you sure your crit chance is enough for this build" etc. There was an edit (by cfong I think) to the //default attack script for wizards to spam the "default attack" but it has failed to work ever since a certain demonbuddy version.
1b) Positioning of the Energy Twisters is inaccurate at times. Sometimes, it will plant the Twister slightly stray of the mobs. It's all fine and dandy until the mobs move a little, which allows them to escape from the Twister's hit box. No hits = no procs = no cc and diamond skin.

2) Wormhole doesn't work. Modifying the cooldowns does make it work outside of combat, but it retards the use of teleport in combat. As a note, Belphagor is pretty good at using wormhole. We might want to take some reference from that combat sequence.

3) Fire Chains and Arcane Enchanted. Bot has trouble positioning itself against these 2 kind of affixes. In a good situation, bot survives. In a bad situation, bot dies multiple times. I know creating vector lines is insanely resource intensive, but maybe we can actually position ourselves closer to the elites which in turn would allow for more Energy Twister procs and more cc and diamond skin... Which brings us back to the problem of 1a.

4) Frozen. Bot tends to run away towards the side where it is closer to radius of the frost ball. Imagine a circle with a dot in the center. That dot is the ice ball and the circle is the radius of the CC. The bot favors running toward to the shortest distance to the exterior of the circle, which at times, is right beside a wall/door/impenetrable object. I'm guessing this is part of the GilesTrinity avoidance script. A suitable fix would be backtracking 10ft to the previous waypoint (which is totally unblockable because we just came from there, unless its a waller then gg).

Nice post man, thanks!

Jubis was banned from D3, so I don't think he's coming around here anymore.

Anyways, I'm a total wiz noob, but I do have a 60 wiz that I leveled. Can you share a link of a good (maybe your?) "CM/WW" build you use? I'll test it out and see what I can adjust.

Cheers,

rrrix
 
Nice post man, thanks!

Jubis was banned from D3, so I don't think he's coming around here anymore.

Anyways, I'm a total wiz noob, but I do have a 60 wiz that I leveled. Can you share a link of a good (maybe your?) "CM/WW" build you use? I'll test it out and see what I can adjust.

Cheers,

rrrix

Wizard - Game Guide - Diablo III

this is a common CM/WW build you can change magic weapon with slow time or teleport and passive evocation based on the gear you have

I canconfirm the bug with wizard
 
i'm using ver 1.7.1.4 and this appears in my DB

Code:
[Trinity][CacheManagement]System.AccessViolationException: Could not read bytes from 00000008 [299]!
   at Zeta.MemoryManagement.ExternalProcessReader.ReadBytes(IntPtr address, Int32 count, Boolean isRelative)
   at Zeta.MemoryManagement.ExternalProcessReader.Read[T](IntPtr address, Boolean isRelative)
   at Zeta.Internals.Actors.ACD.[](ACD , Int32 )
   at Zeta.Internals.Actors.ACD.GetAttribute[T](Int32 attribute)
   at Zeta.Internals.Actors.ACD.GetAttribute[T](ActorAttributeType attributeType)
   at Zeta.Internals.Actors.DiaUnit.get_IsNPC()
   at GilesTrinity.GilesTrinity.RefreshGilesUnit(Boolean AddToCache)
   at GilesTrinity.GilesTrinity.RefreshStepMainObjectType(Boolean& AddToCache)
   at GilesTrinity.GilesTrinity.CacheDiaObject(DiaObject freshObject)
   at GilesTrinity.GilesTrinity.RefreshCacheMainLoop()

but i don't notice any problem with my bot ...
what's wrong is it ?

before, i used ver 1.7.1.2 and i didn't have any problem like this


nb:sorry for my english
 
Question about avoidance during WOTB

I'm using a Rend based barb and in WOTB, he doesn't avoid desecrator/arcane which leads to deaths. I looked through the abilities config, but i'm new to it so didn't realy find what i was looking for.

Anybody know which lines to change for this?
 
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