there is this function in the DB API: Zeta.Bot.Profile.Common.SkipCutsceneTag.SkipCutsce neTag()
I'm not sure if utilizing it somehow could help
NEXOS PLEASE ENABLE TAG FOR PROFILE TO SETUP DIFFICULTY FOR EACH PROFILE PLEASE1!!! LIKE IT WAS BEFORE IN <GAME PARAMS>
Zeta.Bot.Settings.CharacterSettings.Instance.GameDifficulty
<Profile>
<Name>[~SYNERGY~ rifts]</Name>
<GameParams difficulty="Normal" act="OpenWorld" resumeFromSave="False" isPrivate="True" numGames="-1" />
<KillMonsters>True</KillMonsters>
<PickupLoot>True</PickupLoot>
<Order>
<If condition="Me.IsInTown">
<!--to Hell Rift lvl1-->
<UseWaypoint waypointNumber="43" questId="1"/>
<WaitTimer questId="1" stepId="1" waitTime="1000"/>
</If>
<If condition="not Me.IsInTown">
<MoveToActor questId="1" actorId="373463" interactRange="50" maxSearchDistance="60" useNavigator="True" statusText="Hell Rift Level 1 spot 1" />
<WaitTimer questId="1" stepId="1" waitTime="1000"/>
<UseWaypoint waypointNumber="0" actorId="6442" questId="1"/>
</If>
<LeaveGame reason="The END" stayInParty="True" />
</Order>
</Profile>
Nesox im dont sure but i hope you read all our reports. please fix UseWayPoint tag, now if waypoint coordinats is random almost everytime, like in certain locations, bot cant property interract to the WP, and he stuck for few second or more, before doing all right - WP without chanelling
here is the example of the profile - you can reproduce it easy if you launch it
Hell Rift lvl1
check for pool and wp back
Code:<Profile> <Name>[~SYNERGY~ rifts]</Name> <GameParams difficulty="Normal" act="OpenWorld" resumeFromSave="False" isPrivate="True" numGames="-1" /> <KillMonsters>True</KillMonsters> <PickupLoot>True</PickupLoot> <Order> <If condition="Me.IsInTown"> <!--to Hell Rift lvl1--> <UseWaypoint waypointNumber="43" questId="1"/> <WaitTimer questId="1" stepId="1" waitTime="1000"/> </If> <If condition="not Me.IsInTown"> <MoveToActor questId="1" actorId="373463" interactRange="50" maxSearchDistance="60" useNavigator="True" statusText="Hell Rift Level 1 spot 1" /> <WaitTimer questId="1" stepId="1" waitTime="1000"/> <UseWaypoint waypointNumber="0" actorId="6442" questId="1"/> </If> <LeaveGame reason="The END" stayInParty="True" /> </Order> </Profile>
i asked rrrix to add WayPointNumber=# tag to MooveToActor, but he redirect me to you with this problem
It happened again.
map corruption aka leftover map from a previous level or rift.
http://i.imgur.com/wPXzBuX.jpg
Here is with the whole level explored:
http://i.imgur.com/PVTLpyW.jpg
This is the biggest reason for stucks with Demonbuddy. This needs attention and fixing ASAP. :/
here is another example of stuck in town when delivering bounties:
http://i.imgur.com/71yc889.jpg
this bug is fucking bullshit it basically breaks the entire fucking thing. I'd expect that shit to be fixed in a fucking timely manner yet it still isnt da fuck?
Yeah It's terrible and most people is not aware of it because they run the bot 24/7 with profiles that this problem is not so apparent like Ghom runs and whatever else.
Problemsignatur:
Problemereignisname: APPCRASH
Anwendungsname: Demonbuddy.exe
Anwendungsversion: 1.1.1862.403
Anwendungszeitstempel: 535f59a7
Fehlermodulname: GreyMagic.dll
Fehlermodulversion: 0.0.0.0
Fehlermodulzeitstempel: 535f5984
New build up.
Changelog 404
- API Changes
- BloodshardCount added in CPlayer.
- MarkersManager now includes open world markers. ( bounties / rift bosses )
- MainGridProvider is now fully reset whenever the world changes.
It makes no sense to have difficulty in profiles, the profile creator might run on a much higher torment level than your able to play on, also different characters might need different difficulty levels and you don't have to edit profiles this way.
- just edit the .xml to your desired difficulty ... it is not rocket science !