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[A1 Inferno]FallenDev's, Bossqwerty-spiced FoM zorked edition -> MP10 E-skipping

Not really sure why, but with .8 Trinity and 1.51 I frequently end up not doing crypts ( runs into kills first pack runs back out) and he keeps running into the old mill and all the way up to festering woods just to get stuck.
Gonna post a log if it happens again.
Should be fixed now with 1.5.2 (will be released, shortly after this post)

some deadly situations at white chest on hill with stairs, often all blacklisted mobs blocking that stairs i FoM

this chest
(...)

just black listed it will try see if it stops walking up to her
Thanks for the ID, added it to the list. :)
got about 12min long stuck in crypts starts from
(...)
Added an exception for that case, hope it won't stuck anymore.


i just upgraded to 1.4.1 and upgraded trinity having less issues with it not using the portal only thing i noticed this time was that it didn't register that crypts where found.
Code:
...
This should also be fixed with 1.5.2
 
v1.5.2 released :)

v1.5.2
-enter DC fix for normal version
-load DC profile fix for normal version
-another DC stuck prevention
-white chest blocking stuck prevention added
 
any way black list white chest dont prevent entering stairs
 
got wierd thing today, bots runing to festering woods (propably wrong quest choose need to check)


next long stack started at

[14:23:32.285 N] [Trinity] Your bot got stuck! Trying to unstuck (attempt #1 of 15 attempts) Act="A1" questId="136656" stepId="1" worldId="71150"
[14:23:32.285 V] [Trinity] (destination=<1655, 355, 0>, which is 5,106504 distance away)

a lot of stack in crypts maybe problem is qt 1.4




Code:
		<If condition="CurrentLevelAreaId == 19952 and MarkerExistsAt(1070710595, 2254.563, 840.8909, 0.1090355, 5000)">
		
			<LogMessage message="#1: Going South for another shot on finding Decaying" />
			<!-- hoping these coordinates help to prevent fence stucks -->
			<TrinityMoveTo questId="1" navigation="true" pathPrecision="15" x="2246" y="766" z="0.1" unsafeRandomDistance="5" name="South West Decaying /Bat Fields" />			
			
			<!--Dungeon Check (South) -->
			<LogMessage message="#2: Dungeon Check (South)" />
			<If condition="ActorExistsAt(Me.ActorSNO, 2246, 766, 0.1, 300) and ZetaDia.CurrentLevelAreaId == 19952">
				<If condition="ActorExistsAt(176001, 2255, 841, 0.1, 200)">
					<LogMessage message="Jackpot! Decaying found! (South)" />
					<UseObject questId="1" stepId="1" actorId="176001" isPortal="True" destinationWorldId="102299" />
					<WaitTimer questId="1" stepId="1" waitTime="1000" />
					<LoadProfile profile="FoMmaximumCrypts.xml" nodelay="true" />
				</If>
			</If>
		</If>
		<If condition="ActorExistsAt(176001, 2246, 766, 0.1, 5000) and ZetaDia.CurrentLevelAreaId == 19952">
			<LogMessage message="#1: Going South for another shot on finding Decaying" />
			<!-- hoping these coordinates help to prevent fence stucks -->
			<TrinityMoveTo questId="1" navigation="true" pathPrecision="15" x="2246" y="766" z="0.1" unsafeRandomDistance="5" name="South West Decaying /Bat Fields" />			
			
			<!--Dungeon Check (South) -->
			<LogMessage message="#2: Dungeon Check (South)" />
			<If condition="ActorExistsAt(Me.ActorSNO, 2246, 766, 0.1, 300) and ZetaDia.CurrentLevelAreaId == 19952">
				<If condition="ActorExistsAt(176001, 2255, 841, 0.1, 200)">
					<LogMessage message="Jackpot! Decaying found! (South)" />
					<UseObject questId="1" stepId="1" actorId="176001" isPortal="True" destinationWorldId="102299" />
					<WaitTimer questId="1" stepId="1" waitTime="1000" />
					<LoadProfile profile="FoMmaximumCrypts.xml" nodelay="true" />
				</If>
			</If>
		</If>		
		
		
		
		
		
		<If condition="CurrentLevelAreaId == 19952 and MarkerExistsAt(1070710595, 1774.563, 600.8909, 0.1090355, 5000)">		

			<LogMessage message="#3: Going North... first Decaying check" />
			<TrinityMoveTo questId="1" navigation="true" pathPrecision="10" x="1802" y="604" z="0.0" unsafeRandomDistance="5" name="1" />
		
			<!-- Dungeon Check (North) -->
			<LogMessage message="#4: Dungeon Check (North)" />
			<If condition="ActorExistsAt(Me.ActorSNO, 1802, 604, 0.0, 300) and ZetaDia.CurrentLevelAreaId == 19952">
				<If condition="ActorExistsAt(176001, 1775, 601, 0.1, 200)">
					<LogMessage message="JACKPOT! Decaying found! (North)" />
					<UseObject questId="1" stepId="1" actorId="176001" isPortal="True" destinationWorldId="102299" />
					<WaitTimer questId="1" stepId="1" waitTime="1000" />
					<LoadProfile profile="FoMmaximumCrypts.xml" nodelay="true" />
				</If>
			</If>
		</If>
		
		<If condition="ActorExistsAt(176001, 1802, 604, 0.0, 5000) and ZetaDia.CurrentLevelAreaId == 19952">

			<LogMessage message="#3: Going North... first Decaying check" />
			<TrinityMoveTo questId="1" navigation="true" pathPrecision="10" x="1802" y="604" z="0.0" unsafeRandomDistance="5" name="1" />
		
			<!-- Dungeon Check (North) -->
			<LogMessage message="#4: Dungeon Check (North)" />
			<If condition="ActorExistsAt(Me.ActorSNO, 1802, 604, 0.0, 300) and ZetaDia.CurrentLevelAreaId == 19952">
				<If condition="ActorExistsAt(176001, 1775, 601, 0.1, 200)">
					<LogMessage message="JACKPOT! Decaying found! (North)" />
					<UseObject questId="1" stepId="1" actorId="176001" isPortal="True" destinationWorldId="102299" />
					<WaitTimer questId="1" stepId="1" waitTime="1000" />
					<LoadProfile profile="FoMmaximumCrypts.xml" nodelay="true" />
				</If>
			</If>
		</If>

some faster finding dc if revealed on but in some cases dont enter (died or missed)
worth to add at begining to check after profile restart, and at end to have shure we didnt miss it
i think 1 of checks work maybe to dont have at now posibility to check which one is enought
 
got wierd thing today, bots runing to festering woods (propably wrong quest choose need to check)

I had one bot continually doing that every time that he found decaying. What's curious is, only one bot was doing that even though all bots were using the same profile, and the rest were unaffected.

Anyway, zorked seems to have solved that bug in 1.5.2, at least I haven't seen it anymore. Not using qt here.

Btw, best results ever in 1.5.2 so far in IPH. Good job!!
 
I had one bot continually doing that every time that he found decaying. What's curious is, only one bot was doing that even though all bots were using the same profile, and the rest were unaffected.

Anyway, zorked seems to have solved that bug in 1.5.2, at least I haven't seen it anymore. Not using qt here.

Btw, best results ever in 1.5.2 so far in IPH. Good job!!
thanks for the flowers :D

On a side note: The problem with the bot leaving Crypts and running around wildly while derping the hell out was caused by a simple profile-loading error.
Things like that happen if I have a different project open to test stuff and then want to add the tested changes to the release versions.
----
Also I want to hint at this post:
http://www.thebuddyforum.com/demonb...y/135693-trinity-1-7-3-8-a-5.html#post1298826

On a first glance it improved my iph by about 200 (that is with only one hour of testing)
 
Is it possible to make the bot ignore mobs when taking the waypoint of FoM to town?
 
what about cpu usage in 3.8? and can you post some logs with iph? :)

thanks for the flowers :D

On a side note: The problem with the bot leaving Crypts and running around wildly while derping the hell out was caused by a simple profile-loading error.
Things like that happen if I have a different project open to test stuff and then want to add the tested changes to the release versions.
----
Also I want to hint at this post:
http://www.thebuddyforum.com/demonb...y/135693-trinity-1-7-3-8-a-5.html#post1298826

On a first glance it improved my iph by about 200 (that is with only one hour of testing)
 
I suggest, when the profile starts up a new run, that you have it repair. Just had it run to FoM, die.. then try to TP back to town, just to die over and over again due to attempting to return to town to repair.
 
I suggest, when the profile starts up a new run, that you have it repair. Just had it run to FoM, die.. then try to TP back to town, just to die over and over again due to attempting to return to town to repair.

Happened to me too, good advice.
 
2nd game, 1300IPH atm, on my 500k DPS ww/rend barb.

Loving it so far with the new trinity .8 version. Your settings + updated profile/bot routine = sexy.
 
i got 1650 with maximum 500 dps with older trinity...
1.7.3.3 trinity version with profile version 1.3.1

now testing new one and we will see
 
Is it possible to make the bot ignore mobs when taking the waypoint of FoM to town?
Would be great, eh? ... maybe with the simple <KillMonsters>False</KillMonsters> Tag... but I don't know if it works inside the <Order> Tag
what about cpu usage in 3.8? and can you post some logs with iph? :)
No CPU-usage issues whatsoever. The ones that occured for me originated from R-YAR .21 and I misstook them fro a Trinity problem since the DB usage rose and not that of the YAR.exe...
Also I am working on logs now ^^
I suggest, when the profile starts up a new run, that you have it repair. Just had it run to FoM, die.. then try to TP back to town, just to die over and over again due to attempting to return to town to repair.
In all versions so far the bot does a townrun everytime he completed a Crypt. And the bot should find a Crypt once in 4 games.
If your gear is broken and you die repeatedly, the profile starts a new game (max deaths in FoM is set to 2, in Crypts to 3). Also if your gear is broken and you appear in town, Trinity should do a townrun either way, even if you did not just come out of the Crypts. Had no repairing issues whatsoever. Did you perhaps remove the max deaths tag?
 
and what is your overall iph?
got 250k unb dps / 72k life / 500 ress barb for testing but got about 1300-1400 iph
ww/rend build
checking at now trinity change



farm fience from wp north
x="1737.839" y="370.6393" z="2.139937" (new Vector3(1737.839f,370.6393f,2.139937f))
add security point to wolk throw when entering to check and backing after check
x="1760.387" y="515.7079" z="0.1" (new Vector3(1760.387f,515.7079f,0.1f))
 
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