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[A3 Inferno] Random Dungeon Workaround

xzhenx

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There is currently a major issue with random dungeon and exit hashes, this is a workaround temporarily for certain random dungeons until DB fixes stuff on their end. What it does instead of spotting for exit hashes (Did I mention it's buggy again?), is that it spots for objects which occur near the exit hash/or some other manner WITHOUT using exit hashes to trigger the end of profile. To give an example, for Keep level 1, I used the waypoint as a marker instead of the exit hash as the waypoint is always situated right beside the exit hash.

Act 3 Keep level 1 is done, did 4-5 reruns with no stucks, but random dungeon is random. Sometimes there might be objects which did not occur in my runs yet, hence I'm post this in advance so a larger sample size can be obtained. If you notice your bot getting stuck attempting to attack something it shouldn't attack, go to the "Info Dumping" tab in DB and "dump REactor" to obtain the ID of the object it's getting stuck at.

EDIT : The DB random explorer is very, very, very dumb. Just did a test across all my bots and the stuck rate was about 25% or so, so if you want to use it, be sure you have some good anti unstuck/anti idling plugins. It's about a 25% stuck rate vs 3-4 extra elites per map, you do the risk calculation yourself :/ Ideally, you should place this at the end of your current profile runs, so you don't really lose much if it gets stuck.

Nothing much we can do about it, but please do go make some noise on the support forums about why their random explorer is failing!

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Installation
I have coded all profiles to work with http://www.thebuddyforum.com/demonb...rofile-switcher-keep-your-nephalem-buffs.html , simply just copy and paste the profiles into the same folder as your act 3 profiles should you be using that.

If you are using CIGGARC's profile switcher instead, you will have to do the necessary replacements at <nextprofile /> section to match up with the rest of your profiles.

There are also several objects you will have to ignore. This list will get updated as more profiles are added/more unattackable objects are spotted, you MUST add this to the ignore list or you will get stuck.

IDs to add to ignore (This is now included in Gile's trinity, you need not manually ignore if you are using the latest version)
199998, 199997, 54952, 54515

Keep in mind this generally uses DB's inbuilt random dungeons to explore. It's dumb, it explores already explored areas, it might get stuck, it likes to prompt you that the grid you're located in is resetting, etcetc, for all complains related to random exploring, kindly file a complain at the support forums! Demonbuddy Support

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View attachment arreat1.xml
View attachment arreat2.xml
View attachment keeplevel1.xml
View attachment keeplevel3.xml
 
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Arreat 1 & 2 added, no usage of exit hashes ;)
 
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Nice mate, hopefully other profile developers will implement these until a proper fix for random dungeons appears.
 
interesting. Expect to see some sewers and VoA appearing in an act2 release sometime this week.
 
Nice - will try to add them to my already modified Act3 profile :)
 
no harm in throwing them at the end of the act 3 run anyway... if they idle you lose a minute or two.
 
Keep level 3 added. Nothing noticeable near the end of the keep level 3 dungeon (unlike the level 1 keep) but the exit hash, so just a simple exploreall tag ;)
 
i dont think you ran into infinite barricade loop yet in keep depths.. lol.. makes doing that places impossible.

basically when theres that fire that comes out of the ground spawns in keep depths, bot thinks its a barricade.. and doesnt do anything for hours, wont even trigger inactivity timer.

keep depths itself isnt doable imo coz db is broken

u cant even blacklist the fires coz the SNO of each fire is different everytime it shoots upwards

will try arreat1,2 tho.. thanks alot for this!
 
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Did you try the snos to ignore?

199998, 199997

There are 2 different fires as far as I know, unless there are more :/
 
i think they change...i could be wrong tho.. but last time i blacklisted fires and ran it, bot ran in infinite loop for 3 hours over night stnading in that same spot.

i will try the SNO's and the profile. will let u know if it worked.

thanks
 
There is currently a major issue with random dungeon and exit hashes, this is a workaround temporarily for certain random dungeons until DB fixes stuff on their end. What it does instead of spotting for exit hashes (Did I mention it's buggy again?), is that it spots for objects which occur near the exit hash/or some other manner WITHOUT using exit hashes to trigger the end of profile. To give an example, for Keep level 1, I used the waypoint as a marker instead of the exit hash as the waypoint is always situated right beside the exit hash.

Act 3 Keep level 1 is done, did 4-5 reruns with no stucks, but random dungeon is random. Sometimes there might be objects which did not occur in my runs yet, hence I'm post this in advance so a larger sample size can be obtained. If you notice your bot getting stuck attempting to attack something it shouldn't attack, go to the "Info Dumping" tab in DB and "dump REactor" to obtain the ID of the object it's getting stuck at.

EDIT : The DB random explorer is very, very, very dumb. Just did a test across all my bots and the stuck rate was about 25% or so, so if you want to use it, be sure you have some good anti unstuck/anti idling plugins. It's about a 25% stuck rate vs 3-4 extra elites per map, you do the risk calculation yourself :/ Ideally, you should place this at the end of your current profile runs, so you don't really lose much if it gets stuck.

Nothing much we can do about it, but please do go make some noise on the support forums about why their random explorer is failing!

------

Installation
I have coded all profiles to work with http://www.thebuddyforum.com/demonb...rofile-switcher-keep-your-nephalem-buffs.html , simply just copy and paste the profiles into the same folder as your act 3 profiles should you be using that.

If you are using CIGGARC's profile switcher instead, you will have to do the necessary replacements at <nextprofile /> section to match up with the rest of your profiles.

There are also several objects you will have to ignore. This list will get updated as more profiles are added/more unattackable objects are spotted, you MUST add this to the ignore list or you will get stuck. I will get Giles to add this objects to his main compile soon once I have a substantial list, do it manually meanwhile!

IDs to add to ignore (This is a must for the profile to work)
199998, 199997, 54952, 54515

Keep in mind this generally uses DB's inbuilt random dungeons to explore. It's dumb, it explores already explored areas, it might get stuck, it likes to prompt you that the grid you're located in is resetting, etcetc, for all complains related to random exploring, kindly file a complain at the support forums! Demonbuddy Support

------


View attachment 53553
View attachment 53554
View attachment 53532
View attachment 53641

Spot on champ, if this works then i can finish ac1 full and damn ginge will beat me to it with sewers LOL
 
trying these out so i can add them to my runs, 1st run of keep 3 the bot got stuck running into a 'weak wooden door' that it needed to destroy to get futher.
testing arreat1 now.

edit: tested arreat1 on both bots, bot spends way too much time backtracking over already discovered areas
 
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trying these out so i can add them to my runs, 1st run of keep 3 the bot got stuck running into a 'weak wooden door' that it needed to destroy to get futher.
testing arreat1 now.

edit: tested arreat1 on both bots, bot spends way too much time backtracking over already discovered areas

Yup, the weak wooden door is a DB issue. To quote from Gile's reply.


I *think* these doors count as "barricades" not destructibles - in which case, barricades, like DB's built in unstucker, have been hard-coded into DemonBuddy with no way to over-ride the barricade destruction code, or blacklist/whitelist barricade SNO's (as far as I've seen of the barricade stuff) - and if DB's barricade code gets "stuck" on a barricade, it can actually stay in a loop forever and never pulse any of your plugins (which means UnstuckMe, Trinity, and any other plugins you have never get called again and so it's purely down to DB's own inactivity timer to catch you stuck and log you out, if you get really unlucky). A way to handle these may be for me to "catch" such barricades at a longer range than DemonBuddy catches them, and to treat them as standard destructibles and destroy them before DB tries to handle them. While I can't stop it breaking barricades that aren't really there (and thus get stuck forever), I might POSSIBLY be able to make it handle ACTUAL barricades a little better - only a possibility atm.

Hopefully he will have a workaround to this soon.

Backtracking is yet another DB issue :/ "Fail random explorer". Go file a support ticket in the support forums about this! The DB donkey needs another prod in the ... to get going it seems, not enough people whining about the fail random explorer.
 
Yup, the weak wooden door is a DB issue. To quote from Gile's reply.




Hopefully he will have a workaround to this soon.

Backtracking is yet another DB issue :/ "Fail random explorer". Go file a support ticket in the support forums about this! The DB donkey needs another prod in the ... to get going it seems, not enough people whining about the fail random explorer.
yeah i figured they were issues with db's random dungeon, oh well back to farming static areas until they improve it ;_;
 
Problem with using Waypoint as object found for Keeps Level 1 is that if you are doing the Breached Keep quest. It shows you the WP really early so the bot keeps trying to go through walls to get to it.
 
Acutally, I believe the trigger to search for the waypoint does not in anyway interfere with the bot's movement path or anything. It is merely a check to see if the waypoint is around per tick (before triggering next command) while going on by its normal movement path.

I have experienced that "bot attempting" to go through wall thing too, this occurs when there is a pack of enemies/elites on the other side of the wall, and the bot is attempting to attack it through the shortest possible path *facepalm*. It might just be the bot's "raycast" pathing stuff which they are supposed to turn off in next version of DB.

Either way, it all boils down to the random explorer failing. Don't really think there is a way around this till they fix it on their end.
 
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This working with new db? or still buggy.

I have no idea, too many failed DB updates have made me gave up on updating DB unless absolutely necessary (new patches etc). Chance are, they still haven't gotten their random explorer right.
 
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