Magi! Sad to hear that you're leaving

Could you please help me out with something?
This happens a lot for me using the Extended Profile in Arreat Crater level 2.
The end of the map is literally 2 steps away, and the bot back tracks all the way back to the portal before the way point and teleports there.
Is this intended? Is there a setting we could use to make the bot actually see the end of the map a bit further away so it can trigger the end of the profile instead of walking all the way back to end it?
I opened the XML file and i see the box tolerance etc.. What should I change? So that the bot can see the end of the map from a slightly further distance and trigger the TP to end the run?
I'm sad to see me go too lol...as for the issue here, this map is a random dungeon so the only MoveTo is when it has actually found the exit (and it moves to the Actor so no coordinates to alter).
I can't say I've witnessed this myself on this particular profile, but on random dungeons (caves primarily) it would often get near the exit, but not close enough to find it because of the ExploreArea tag settings...I would suggest tweaking the boxSize/tolerance of the explorearea tag here:
Current:
Code:
<!-- ********************* -->
<!-- Arreat Crater Level 2 -->
<If condition="CurrentLevelAreaId == 119305">
<ExploreArea questId="101758" stepId="1" ignoreGridReset="True" boxSize="25" boxTolerance="0.15" until="ExitFound" exitNameHash="43541786" statusText="Clearing Arreat Crater Level 2 from WP to Exit" />
Try this:
Current:
Code:
<!-- ********************* -->
<!-- Arreat Crater Level 2 -->
<If condition="CurrentLevelAreaId == 119305">
<ExploreArea questId="101758" stepId="1" ignoreGridReset="True" boxSize="15" boxTolerance="0.10" until="ExitFound" exitNameHash="43541786" statusText="Clearing Arreat Crater Level 2 from WP to Exit" />
Basically, the smaller the box size, the more "searching" the bot has to do (it will **attempt** to explore every box, though I can say it doesn't always work like it should-DB issue). The boxTolerance determines how much of the actual "dungeon terrain" needs to be in a box for it to count as a place to search. This is for the edges. A tighter tolerance (0.01 is the tightest) means it will capture virtually EVERY edge. It just means more processing power required and slower the search, but it theoretically should search every square inch of the map (even though I know for a fact in doesn't always do that).
Simple sum up:
You want to make the box size as big as possible, but still able to search through all the corridors necessary to find what you're looking for. Bigger the box, quicker the search and less backtracking, but more of a chance it doesn't find what you want. You can also try keeping boxSize at 25 and tighten up the tolerance to say 0.05...which should capture more edges (like the door), but sometimes a smaller box size is needed for it to work better.
It's a bit of a guessing game, and even then, sometimes it simply doesn't work like it should (the small caves are notorious for just not working which is why I couldn't included Frost Caverns). I applaud Tinnvec for possibly creating a plugin for his profile. Unfortunately it is instances like these where we can have something monitor the exploreArea tags specifically and look for dumb behavior, or just wait for DB to improve.
It isn't as easy as one might think so no offense to DB, just in some instances the "bot" really shows its true colors (not in a good way).
Use the Map Viewer to help with exploreArea adjustments in DB. Sorry for the long rant but good to understand how things work so you can make improvements to the profile as I cannot at this point
