What's new
  • Visit Rebornbuddy
  • Visit Panda Profiles
  • Visit LLamamMagic
  • Visit Resources
  • Visit Downloads
  • Visit Portal

A5 - Siege Camp Chest Runner V2.0 w/ Chest Sensing & Movement Management

i get compile error when trying to use your HandleTarget.cs file... recopying over the original is only way to get DB to load again.. what was change you made to the original .cs file?

Actually the solution is very simple if you don't mind going in and editing yourself. Find the "SetRangeRequiredForTarget()" method, scroll down a bit and look for "case GObjectType.Item:", then change the value from "TargetRangeRequired = 6f;" to 1f. Still experimenting with values as 1f still seems to be too large for gems but all other items it should work.

Essentially what this change does is force the bot to move to the exact location the item is at before attempting to pick it up.

The results for chest number two are amazing. It let me move away from the dance and wait the bot always had to do around the second chest too a much smoother tap and move away like the rest of the chests, only coming back if there is something it wants.
 
Last edited:
Hi kexo, u can try using this profile. Thanks to kevin and his awesome profile.

I know about instant leave but will not be supporting it. Always trying to push the envelope but actions simply impossible for a human seem very unsafe. In the same department I would not set you new game setting in DB too low. I am trying to move away from such a hard stopping point at the end for the same reason.

Also there is a slight chance that DB will not handle such a quick step transition so well. As Username? and myself have seen on functions such as TrinityInteract. If you don't wrap them in wait blocks their is a tendency of skipping them.
 
Last edited:
I know about instant leave but will not be supporting it. Always trying to push the envelope but actions simply impossible for a human seem very unsafe. In the same department I would not set you new game setting in DB too low. I am trying to move away from such a hard stopping point at the end for the same reason.

Also there is a slight chance that DB will not handle such a quick step transition so well. As Username? and myself have seen on functions such as TrinityInteract. If you don't wrap them in wait blocks their is a tendency of skipping them.

Yeah but it would be a better profile for people who are not able to take 2 hits from the tower or without homing pad to prevent disruption for TPing back to town to make a new game. As for myself, im using homing pad and able to take like 7 hits before i died previously without homing pad and actually lose my 20 over pool of reflection :(

I just merely tested it and went back to the original V2.1 profile instead of using instant leave. Just for people who need it tho.

Updated: 2nd chest is doing fine, just hoping it since trinity OOC is toggling too fast now, hopefully it wont skip leg on the floor. :P Good job mate by the way.
 
Yeah but it would be a better profile for people who are not able to take 2 hits from the tower or without homing pad to prevent disruption for TPing back to town to make a new game. As for myself, im using homing pad and able to take like 7 hits before i died previously without homing pad and actually lose my 20 over pool of reflection :(

I just merely tested it and went back to the original V2.1 profile instead of using instant leave. Just for people who need it tho.

Updated: 2nd chest is doing fine, just hoping it since trinity OOC is toggling too fast now, hopefully it wont skip leg on the floor. :P Good job mate by the way.

Just wondering what you have it set to loot. I have never seen it get hit more then twice when it is set to gems/legs only. Also, consider increasing the gold pile if you haven't done so already. May have to push the safe point a bit further if it is able to reach it prior to looting. Very quick movment speed may factor into this. You mind posting up a couple more details such as what class you are, what spells you are using, and what items you use to increase speed.

Why I called it a Beta :). Wanted to get some feedback on specific behavior before wasting time modifying pathing points for OOC.
 
my character shooting boxes and some corpses after loot 5 times. it looks like he look what is in corpse. then he shoot 5 times in nowhere and run forward. how to fix it?
 
my character shooting boxes and some corpses after loot 5 times. it looks like he look what is in corpse. then he shoot 5 times in nowhere and run forward. how to fix it?

Does he always do this or just occasionally? I have seen Trinity's unstuck get triggered once in a blue moon causing me to attack at random things, part of the "attack destructibles if stuck" option in Trinity. Don't see it as an issue because the bot should have a way to handle itself if it runs into a situation it is unsure of.
 
Just wondering what you have it set to loot. I have never seen it get hit more then twice when it is set to gems/legs only. Also, consider increasing the gold pile if you haven't done so already. May have to push the safe point a bit further if it is able to reach it prior to looting. Very quick movment speed may factor into this. You mind posting up a couple more details such as what class you are, what spells you are using, and what items you use to increase speed.

Why I called it a Beta :). Wanted to get some feedback on specific behavior before wasting time modifying pathing points for OOC.

I have set it to pick only gem and leg, would also like if i can ignore potion? I tweak trinity gold pile to max for me, i think only 4000 max. In T6 gold find is 1600% lawl. And my gold find in total is 1700%. Cant help this bot to stop picking gold.

Im using a barb, max speed 25% base. with sprint marathon. 65% movement in total.
 
my character shooting boxes and some corpses after loot 5 times. it looks like he look what is in corpse. then he shoot 5 times in nowhere and run forward. how to fix it?

Try to disable inspect corpse, check skip destructible unless stuck. And also let captain know your DB version, Trinity? Maybe a class and spec will be good too.
 
I have set it to pick only gem and leg, would also like if i can ignore potion? I tweak trinity gold pile to max for me, i think only 4000 max. In T6 gold find is 1600% lawl. And my gold find in total is 1700%. Cant help this bot to stop picking gold.

Im using a barb, max speed 25% base. with sprint marathon. 65% movement in total.

65% sustained or burst? There is no way to increase the gold rate past 4000. As for potions setting the potion cap to 0 should do it, I believe.

EDIT: Correction there is a way to change the gold pile past 4000 if your comfortable editing Trinity's files yourself. In the Trinity plugin folder go to UI->Items and open "ConfigPickup.xaml". Search for "Minimum Gold Pile" and change the values underneath for Maximum to something really high....say add another 0 and make it 40000. Now save, reset everything and go to Trinity's pickup settings and you should see 40000 option available. :)
 
Last edited:
65% sustained or burst? There is no way to increase the gold rate past 4000. As for potions setting the potion cap to 0 should do it, I believe.

If i set potion to 0, will it ignore legendary potion? As i currently pick up 3 legendary potion already. And i will try to make the potion to 0, And also, 65% burst. Casting every few second. As my fury doesnt fall due to warcry and passive.
 
Last edited:
If i set potion to 0, will it ignore legendary potion? As i currently pick up 3 legendary potion already. And i will try to make the potion to 0, And also, 65% burst. Casting every few second. As my fury doesnt fall due to warcry and passive.

It shouldn't ignore legendary potions from what I could remember in the code. They are treated like items and not potions. Don't quote me on this as it may vary from version to version.

I'm at 4 potions myself but I am running a WD with a 28 pickup radius. Gold pickups don't slow me down. :)

EDIT: Yeah on second thought you can quote me. Legendary potions require click events and are treated differently then regular potions where you simply walk into pickup range of them.
 
Last edited:
It shouldn't ignore legendary potions from what I could remember in the code. They are treated like items and not potions. Don't quote me on this as it may vary from version to version.

I'm at 4 potions myself but I am running a WD with a 28 pickup radius. Gold pickups don't slow me down. :)


EDIT: Yeah on second thought you can quote me. Legendary potions require click events and are treated differently then regular potions where you simply walk into pickup range of them.

Oh gawd! 28 radius! holycow. I wish i have 14 will do, But anyway np. Waiting for a better script soon! nice profile script currently.
 
Oh gawd! 28 radius! holycow. I wish i have 14 will do, But anyway np. Waiting for a better script soon! nice profile script currently.

If you missed this, give it a shot:

65% sustained or burst? There is no way to increase the gold rate past 4000. As for potions setting the potion cap to 0 should do it, I believe.

EDIT: Correction there is a way to change the gold pile past 4000 if your comfortable editing Trinity's files yourself. In the Trinity plugin folder go to UI->Items and open "ConfigPickup.xaml". Search for "Minimum Gold Pile" and change the values underneath for Maximum to something really high....say add another 0 and make it 40000. Now save, reset everything and go to Trinity's pickup settings and you should see 40000 option available. :)
 
Reached 72GPH!!! SSD+super computer....3.6LPH

Congrats. On your Wizard with frozen storm armor and war bracers, right? Assuming you are using 2.1Beta. Did you make any modifications and what settings, DB, Trinity are you using?

I'm in a bit of a dry spell at the moment, fell below 2LPH even at 54GPH.

Edit: Now I'm back over. One legendary every game for the last three games. Gotta love RNG. :)
 
Last edited:
I must say the improvement from 2.0 to 2.1beta is massive. Saving an average of about 15 seconds per run... Good job there. While watching the bot I also had an idea. I was using another profile (http://www.thebuddyforum.com/demonb...eteers-fast-legendary-farm-after-2-0-4-a.html), his profile logs out instantly after killing Kulle (I used the file called "Zoltun Kulle Adventure Instant Leave") . This is without teleporting to town. If you manage to add this to your profile, it would save about 5 seconds town teleport cast, and about 3-5 seconds loading screen. This would essentially save another 10 seconds, which is again, hugeeeee. You will make a jump of 20 seconds time saved between 2.0 and 2.1b or whatever u decide to call it, and if u manage that, I dont think ur profile can rly improve much more. Hope its possible ;)
 
I must say the improvement from 2.0 to 2.1beta is massive. Saving an average of about 15 seconds per run... Good job there. While watching the bot I also had an idea. I was using another profile (http://www.thebuddyforum.com/demonb...eteers-fast-legendary-farm-after-2-0-4-a.html), his profile logs out instantly after killing Kulle (I used the file called "Zoltun Kulle Adventure Instant Leave") . This is without teleporting to town. If you manage to add this to your profile, it would save about 5 seconds town teleport cast, and about 3-5 seconds loading screen. This would essentially save another 10 seconds, which is again, hugeeeee. You will make a jump of 20 seconds time saved between 2.0 and 2.1b or whatever u decide to call it, and if u manage that, I dont think ur profile can rly improve much more. Hope its possible ;)

Already discussed :). To quote myself:

I know about instant leave but will not be supporting it. Always trying to push the envelope but actions simply impossible for a human seem very unsafe. In the same department I would not set you new game setting in DB too low. I am trying to move away from such a hard stopping point at the end for the same reason.

Also there is a slight chance that DB will not handle such a quick step transition so well. As Username? and myself have seen on functions such as TrinityInteract. If you don't wrap them in wait blocks their is a tendency of skipping them.

As for improvements I still have a couple tricks left to test out. Drive by corpse popping, brush passes with destructables to increase War procs, better movement skill management, and I'm sure the community can concoct some other ideas.
 
Last edited:
What do you guys use as WD skills? I have warzechian armguards but nothing seems to automatically break stuff near me.
 
Back
Top