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Explore help

Rakurai

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Jul 28, 2012
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I can't seem to find any kind of advice on using Expore in a profile, so please excuse me if this has been discussed elsewhere. I am working on a profile to handle Arreat Core random dungeons, but I'm having trouble getting it working right. Here's the line I'm using:
Code:
<ExploreArea  questId="101758" stepId="1" boxTolerance="0.30" boxSize="16" until="ExitFound" exitNameHash="2083727833" />
First off, is that the correct usage for 'until'? I got that syntax from the release notes, but in Kick's Butcher script he used exploreUntilExit="True". Neither generates a script error, so maybe they both work, and one is deprecated?

Second, are there any general guidelines for determining the boxTolerance and boxSize? I've used Mapviewer to find that the 16/0.30 reliably covers the map with boxes and there are no disconnected pathways, but my char doesn't usually find the exit, and frequently gets stuck vaulting against a wall somewhere or just stops and does nothing.

When determining the size/tolerance, should we go for larger boxes and higher tolerance, or smaller boxes and lower tolerance? Which is more efficient?

Also, will it explore between diagonally touching boxes, or do they need to share an edge for the bot to go from one to the other?

Thanks in advance.
 
Open the Map Viewer and play around till the boxes hit most of the areas, the more boxes the slower it will be at clearing.
Tick the boxes on the bottom, the explore view or something like that.

until="" is correct, kick is using a deprecated test version atm.
 
You should aim to have enough boxes to fully explore the dungeon area, but not so many that you end up walking a "grid" on an open area.

I usually find that a box size of 15-20 and tolerance of 0.45 or so fits most (if not all) areas. Remember; if there's a little walkway that isn't set to be explored, that's fine. The bot still needs to walk through it to get to an exploration node on the other side.

Remember; you don't need to explore 100% of a dungeon. 80%+ will suffice in almost all cases.
 
You should aim to have enough boxes to fully explore the dungeon area, but not so many that you end up walking a "grid" on an open area.

I usually find that a box size of 15-20 and tolerance of 0.45 or so fits most (if not all) areas. Remember; if there's a little walkway that isn't set to be explored, that's fine. The bot still needs to walk through it to get to an exploration node on the other side.

Remember; you don't need to explore 100% of a dungeon. 80%+ will suffice in almost all cases.
Are you saying that there doesn't need to be a series of adjacent blocks to get from one part of the map to the other? I've been trying to get blocks to cover all the pathways, that can be a bitch in Arreat Core. So, even if a block doesn't cover a walkway, the bot can still walk across it to get to the other side?
 
One problem that I keep on running into is, the bot tries to visit the nodes in a stupid order and it runs me into a wall because of it.

What I really want is a min distance for exists and actors. The RActors shows a distance of a couple hundred but the ExploreArea is satisfied because the object is close by sight but still unreachable.

btw, cannons get me stuck left and right >_>
 
Are you saying that there doesn't need to be a series of adjacent blocks to get from one part of the map to the other? I've been trying to get blocks to cover all the pathways, that can be a bitch in Arreat Core. So, even if a block doesn't cover a walkway, the bot can still walk across it to get to the other side?

Correct.

The boxes are areas where the bot "needs to explore". It doesn't need to explore that little 5 wide walkway. However, that 50x50 area on the other side, probably should be explored.

In the map viewer, the green "stuff" in the background, is the navigable area for the bot. Anything green, and the bot can walk on it. The boxes that are overlaid for the explorer, are just areas it deems to needs to visit to explore the dungeon. You don't need to hit every little bit on the map. Boxes should only be placed on areas the bot can actually navigate to, so any box should be usable.
 
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