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area transitions and boss rooms (general problems with mapping)

PrinzValium

New Member
Joined
Sep 6, 2014
Messages
19
Since 2.4 and because of the big map update the bot has problems with a lot of map layouts. I'm not sure if this is a Exilebuddy or a plugin problem (I'm using MapBuddy for mapping).
There are four major problems:

1. The bot won't pass to the next level within the map i.e. Crematorium
2. The bot won't enter the boss room, i.e. Plateau map
3. The bot enters the boss room but does not finish the boss after completing the first phase, i.e. Estuary
4. The bot gets stuck now and then because it can't handle the layout, i.e. Channel (This has been known already though and afaik it's not a plugin issue)
There is also a problem for Vault maps where the bot doesn't activate all the levers, but I think that's a unique issue only regarding this specific map.

I've tested out T10-T12 maps so far and realised that there are a lot of maps the bot won't run correctly.

My question is, if that's a Exilebuddy problem or not. If yes, would it help to provide a list with more information like which problems occure on each map? I'd be willing to help collecting information. As I said, I've already gathered all the information for T10-T12 maps.
If it is a MapBuddy problem I guess we'll have to wait for an update or a similar plugin to solve the issues.
 
maybe you read the mapbuddy thread instead of posting a random thread in the wrong section.
All your questions have been answered at least 10 times each.
 
I'm not sure if you actually read the thread since I didn't find a single answer to my questions.
I know that maps are treated differently if they have a boss room or other transition behaviours and that it's configured in the CurrentMap.cs. Still the transition isn't working for most maps that are configured properly and for which have worked before the update.
 
1) Crematorium has always had issues simply due to the weird transition type (you can't go back down). So you can't really group that map in with other maps that are potentially having the same issue... those should be two different issues.
2) Not sure why I forgot Plateau but it's not listed in the maps that have a boss room. If you open up CurrentMaps.cs and scroll down to the bottom you'll see a list of the maps that have boss rooms broken down by tier, just throw Plateau in there.
3) This would require editing MapBuddy. When I updated MapBuddy I explicitly stated that all I did was add in support for RUNNING new maps and that there were still going to be random issues because I can't code. Some of the new maps have these "phase" fights but the bot just sees the boss die after the first phase and moves on. You'd have to add in some sort of short wait timer for those bosses so it sticks around until the next phase pops. Honestly have no idea how to do that.
4) Good luck with fixing that. Best workaround is either don't run the problem maps or use StuckDetection so it eventually times out.
 
Thanks for your reply, that helped me a lot.
From what I can see right now at least Plateau and Malformation are missing, but I'll give this a closer look later.
What's weird is that the Necropolis transition didn't really change since the update but it's not working though. Whatever, I can live with that.
For all the scripted boss fights I'll just set it to ignore because I'm not a coder either.
Btw I did not want to sound offending, I really appreciate that you made MapBuddy work again. I've just been curious why some things did not work.
 
I'm not sure if you actually read the thread since I didn't find a single answer to my questions.
I know that maps are treated differently if they have a boss room or other transition behaviours and that it's configured in the CurrentMap.cs. Still the transition isn't working for most maps that are configured properly and for which have worked before the update.

Don't expect proper maps handling anytime soon(tm)
 
The maps have changed since the update, so "working before the update" is totally irrelevant. Fixes for things are in the thread(s) relevant.
 
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