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[Demonbuddy] Random (Generated) Dungeons and YOU! [Kick]

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The worldId check is definitely the way to go but the trouble I'm having is that if the UseObject destinationWorldId doesn't match the ID of the zone it's going into then it just zones in and out over and over forever. It doesn't make any checks, it just zones in and realizes it's not in the right world and then zones out and just keeps going. How do you know which worldID you're zoning into without being able to tell which dungeon is which BEFORE zoning in?

you have to actually go in and get the worldid (from the info dumping tab) and fill in the blank...

If all the portals are the same actor and they all lead to dif. worlds there will have to be new code in the bot core or a plugin, a comma seperated list support maybe, or just remove the destination and have a sourceWorldId then the core can simply check that the currentWorldId != sourceWorldId
 
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Oh guys - check out the updated 3x cemetery and lmk how it goes. I did a generic jerry-rig workaround
 
Oh guys - check out the updated 3x cemetery and lmk how it goes. I did a generic jerry-rig workaround
kick is lvl profile working? im using normal profile but they stop and get stucked all time..
any help?
 
Oh guys - check out the updated 3x cemetery and lmk how it goes. I did a generic jerry-rig workaround
1. Waypoint number for Cemetery is 6 for some reason, even though it's the 5th on the list.

2. There are 4 possible spots that the 4 different dungeons can spawn, but only 3 of them are active. You'll need an ActorExistsAt check for each of the 4 locations.

3. Seems the UseObject on your portals aren't working either. It just stands outside and looks at the dungeon. When I click on the portal manually, it goes right to work exploring the dungeon regardless of which worldId it is inside. (My script has the exact opposite problem, it's zoning in but it wont explore unless the destinationId matches the worldId when inside. If it doesn't, it just goes into a never ending loop of zoning in and out.)
 
1. Waypoint number for Cemetery is 6 for some reason, even though it's the 5th on the list.

2. There are 4 possible spots that the 4 different dungeons can spawn, but only 3 of them are active. You'll need an ActorExistsAt check for each of the 4 locations.

3. Seems the UseObject on your portals aren't working either. It just stands outside and looks at the dungeon. When I click on the portal manually, it goes right to work exploring the dungeon regardless of which worldId it is inside. (My script has the exact opposite problem, it's zoning in but it wont explore unless the destinationId matches the worldId when inside. If it doesn't, it just goes into a never ending loop of zoning in and out.)

i'll fwd to nesox. he said 'yeah just take out the isportal and worldid and it will still work, it just won't wait' - so i did that and added a waittimer :|
 
Using your 3x Cemetery of the Forsaken profile, right after I start the profile, it creates the game, walks to the waypoint, and I get an error:

The game connection has been lost: your client has been disconnected from the server.

View attachment 49850
 

Attachments

Using your 3x Cemetery of the Forsaken profile, right after I start the profile, it creates the game, walks to the waypoint, and I get an error:

The game connection has been lost: your client has been disconnected from the server.

View attachment 49850
That's because the waypoint thing I pointed out. Cemetery is #6 on the list and in his profile, it's trying to go to 5 - which apparently doesn't exist and causes DC's if you use it.
 
i'll fwd to nesox. he said 'yeah just take out the isportal and worldid and it will still work, it just won't wait' - so i did that and added a waittimer :|

The explore area tag is slightly wrong it was changed since your dev build :o

I also wouldn't recommend using boxes greater than 20 as it will crash the MapViewer.

<ExploreArea questId="1" boxTolerance="0.75" boxSize="10" until="FullyExplored" leaveWhenExplored="True" />
<ExploreArea stepId="11" questId="72095" exitNameHash="-816183389" until="ExitFound" boxSize="20" boxTolerance="0.45"/>
<ExploreArea stepId="11" questId="72095" actorId="333333" until="ObjectFound" boxSize="20" boxTolerance="0.45"/>
 
The explore area tag is slightly wrong it was changed since your dev build :o

I also wouldn't recommend using boxes greater than 20 as it will crash the MapViewer.

<ExploreArea questId="1" boxTolerance="0.75" boxSize="10" until="FullyExplored" leaveWhenExplored="True" />
<ExploreArea stepId="11" questId="72095" exitNameHash="-816183389" until="ExitFound" boxSize="20" boxTolerance="0.45"/>
<ExploreArea stepId="11" questId="72095" actorId="333333" until="ObjectFound" boxSize="20" boxTolerance="0.45"/>

yeah, they changed that crap last minute :\

i need to change mine to fullyexplored
 
Since DB now supports random dungeons, would it be possible to craft a script to do do entire acts from start to finish?
 
Since DB now supports random dungeons, would it be possible to craft a script to do do entire acts from start to finish?
it's possible... at least on normal

for nightmare, hell, and inferno - scripts are going to have to be added to the bot or to a plugin so that we don't die from <insert every spell / mechanic in the game here>
 
You guys should try and come up with a script generation plugin, something where you could just play through the game by hand and it would record where you went and what you did and then spit out an xml file you could then "replay". This would be awesome.
 
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it's possible... at least on normal

for nightmare, hell, and inferno - scripts are going to have to be added to the bot or to a plugin so that we don't die from <insert every spell / mechanic in the game here>

bought a second account and key for trying out randomised duegons :P running your act 1 profile overnight to see how it fairs. ^^
 
Profile Name: Arreat Gold Farm
Act: 3
Main Quest / Quest #: 7 - Heart of Sin
Sub Quest / step #: 7.3 Kill Azmodan

Description

Use Waypoint to go to Core of Arreat. (This is a fixed dungeon and already has a ton of profiles. Ideally a profile would be able to resume from the checkpoint at the end of the Core of Arreat and work it backwards, then use the portal near the beginning to go to the next step). Clear dungeon to just before Entrance to Heart of Sin (Azmodan).
Port to town
waypoint to Arreat Crater level 2.
Fully explore and clear Arreat Crater.
town portal and leave game.

The fastest profile is going to end up using the checkpoint right before azmodan then running core of arreat backwards and using the waypoint Arreat Crater Level 2 clearing that then porting.

(Why this profile might be useful).
If people are getting banned based on high game creation then this should be slightly longer than just running ore of arreat. The mob density in Arreat Crater 2 should be about as high as in core of arreat so overall it should have about the same GPH or slightly higher as a pure core of arreat profile with the benefit of Nephalem valor for more of the run.
 
bought a second account and key for trying out randomised duegons :P running your act 1 profile overnight to see how it fairs. ^^
act 1 isn't /afk. i haven't done anything to it except fix the cain quest
 
act 1 isn't /afk. i haven't done anything to it except fix the cain quest
\

haha i just figured that out as it stops after each quest :(

ah well, least i have a second account for when you finish it!

keep up the good work, the bits i ran, ran perfectly :P
 
I'm not much of a coder but if there's anything i can do to help just let me know!
 
You guys should try and come up with a script generation plugin, something where you could just play through the game by hand and it would record where you went and what you did and then spit out an xml file you could then "replay". This would be awesome.

Just found the "BossHog" plugin, I guess somebody already did that :rolleyes:
 
This is getting pretty frustrating.

The bot seems to really dislike consecutive <ExploreArea/> tags. I can't get a single multi-level dungeon to chain back to back but I can get the first floor to work just fine every time in multiple areas.

Code:
	<!-- Cathedral LvL 2 -->
	<UseWaypoint questId="1" x="2980.743" y="2835.606" z="24.89687" actorId="223757" waypointNumber="2" />
	<UseObject questId="1" x="1426.398" y="2849.651" z="55.67558" actorId="176002" isPortal="true" destinationWorldId="60713" />
	<UseObject questId="1" x="6.176208" y="229.6731" z="-24.90775" actorId="176001" isPortal="true" destinationWorldId="50582" />
	<If condition="Zeta.ZetaDia.CurrentWorldId==50582" >
		<ExploreArea boxSize="20" boxTolerance="0.3" exitNameHash="1016504366" leaveWhenFinished="False" until="FullyExplored" />
		<UseTownPortal questId="1" />
	</If> 
	
	<!-- Northern Highlands -->
	<UseWaypoint questId="1" x="2980.743" y="2835.606" z="24.89687" actorId="223757" waypointNumber="12" />
	<!-- Check for Watchtower -->
	<MoveTo questId="1" pathPrecision="15" x="1627.745" y="3845.057" z="40.1" />
	<MoveTo questId="1" pathPrecision="15" x="1673.814" y="3778.343" z="40.1" />
	<If condition="ActorExistsAt(175482, 1603.806, 3738.696, 50, 15)">
		<MoveTo questId="1" x="1659.273" y="3762.566" z="42.63563" />
		<UsePower questId="1" x="1624.622" y="3760.349" z="50.00066" powerId="93409" name="Leap" />
		<UseObject questId="1" x="1603.806" y="3738.696" z="50.00066" actorId="175482" isPortal="true" destinationWorldId="82076" />
		<If condition="Zeta.ZetaDia.CurrentWorldId==82076" >
			<ExploreArea boxSize="25" boxTolerance="0.3" exitNameHash="497382904" leaveWhenFinished="True" until="FullyExplored" />
		</If>
		<If condition="Zeta.ZetaDia.CurrentWorldId==88313" >
			<ExploreArea boxSize="20" boxTolerance="0.3" actorId="135248" leaveWhenFinished="False" until="ObjectFound" />
		</If>
	</If>

This script successfully goes to Cath lvl 2, clears it, then heads to northern highlands and if Watchtower is up it will go inside (The Leap is because the bot wont path over the little set of stairs for some reason). It will clear the entire level 1 and go into level 2 where it will reset the grid segmentation and then turn right around and go BACK into level 1, clear the grid and go back to 2, back and forth and back and forth. The same thing happened when I tried to add multiple levels of the cathedral and Im gonna punt a bag of kittens off a bridge soon if I can't find out if it's because Im not coding it right or because it's fucking broke.
 
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