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ExploreArea and leaveWhenFinished Clarification/Explain?

zippysticks

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I noticed most of the scripts uses the following for random dungeons:

Code:
<ExploreArea questId="72061" stepId="44" boxTolerance="0.35" boxSize="10" until="ExitFound" exitNameHash="-267501090" />
<UseObject questId="72061" stepId="44" actorId="175467" isPortal="True" destinationWorldId="50585" /> <!-- The Royal Crypts -->

And I was playing around with the leaveWhenFinished tag and the outcome is the same and makes the code more simple:

Code:
<ExploreArea questId="72061" stepId="44" boxTolerance="0.35" boxSize="10" until="ExitFound" exitNameHash="-267501090" leaveWhenFinished="True"/>

Can anyone explain to me what's the difference or why which method is better? Since I see majority using the first method. Any input is appreciated. Thanks.
 
I noticed most of the scripts uses the following for random dungeons:

Code:
<ExploreArea questId="72061" stepId="44" boxTolerance="0.35" boxSize="10" until="ExitFound" exitNameHash="-267501090" />
<UseObject questId="72061" stepId="44" actorId="175467" isPortal="True" destinationWorldId="50585" /> <!-- The Royal Crypts -->

And I was playing around with the leaveWhenFinished tag and the outcome is the same and makes the code more simple:

Code:
<ExploreArea questId="72061" stepId="44" boxTolerance="0.35" boxSize="10" until="ExitFound" exitNameHash="-267501090" leaveWhenFinished="True"/>

Can anyone explain to me what's the difference or why which method is better? Since I see majority using the first method. Any input is appreciated. Thanks.

damn. that exists? awesome. it makes it much more simple.
 
I knew it existed already but the explanation was kind of confusing. According to the change log, for the tags, it says:

leaveWhenFinished - True/False - Tells the bot to leave the area when it has finished exploring. Requires exitNameHash to be set.

and

"ExitFound" - This will end the behavior when the exit defined by exitNameHash is found. (Optionally leave the game as well if leaveWhenFinished is defined as True)

So I thought if those two tags combine, it will exit the game, therefore I didn't really try the two tags together in the profiles cause I didn't want to leave the game. Then I was playing around with the tags for another profile for farming, and found out that it exits the portal instead of leaving game.

So I wanted some clarification if that tag was intended like that, so I can update some profiles. Or if it's going get changed later, then I'll leave them all like the first method in my original post.

Any dev's input is appreciated. I would hate changing them all to the second method and then found it, the outcome was changed/updated, and have to change them all back =( Thanks.
 
I dont think it work properly since kickazz and other developers doesnt use it in their profiles...
 
I dont think it work properly since kickazz and other developers doesnt use it in their profiles...

But I wonder if they were all like swolbyn, they didn't knew that tag existed. I tried the second method a couple of times with different portals and it all went through the portal instead of exiting game, so I was surprised.

So far, all my testing were true, can others test on their end? If there are any false test or if the outcome is buggy, then I'll continue to use the first method.

If all of our test results comes 100% positive, then the second method would definitely be more convenient. Thanks.
 
But I wonder if they were all like swolbyn, they didn't knew that tag existed. I tried the second method a couple of times with different portals and it all went through the portal instead of exiting game, so I was surprised.

So far, all my testing were true, can others test on their end? If there are any false test or if the outcome is buggy, then I'll continue to use the first method.

If all of our test results comes 100% positive, then the second method would definitely be more convenient. Thanks.
Well since i think kickazz is the one who tells dev team what profile tags to get, he should know about that one xP

I used it in my first random dungeon profiles, but i changed after i think it was apoc who told me to change.
 
I think I saw leaveWhenFinished in one of Kicks scripts. I haven't had a chance to try out the random profiles yet (Mostly since I've been hearing that it's still buggy), but I was hoping that leaveWhenFinished would exit the game rather than exit the dungeon. How else would you create a script that explores a full zone and then just exits the game? I suppose you could go through the exit and then leave the game.
 
The reason I was looking at the second method rather than the first method is because so far, I had 2 instances were the royal crypt actorid was different, but the exithash was still the same.

So with the first method, it found the exithash correctly, but it didn't take the portal, and I was stuck at why it didn't take the exit and then redump the actors and found out the royal crypt actorid changed/different than what I had. So I thought, ok, maybe I had it wrong (even though it ran fine in the past). After updating the actorid and re-ran royal crypts questing again, after awhile the same thing happen. I redumped the actorid again, and the actorid from the the new dump was originally what I had in the original profile. So there were 2 different possible royal crypts portal actorid.

Then I thought this isn't good with the first method because who knows what other portals out there have different actorid's.

That's why I came across the second method, because the exithash never changed. So even with the portals changing actorid in rare occasions, the leaveWhenFinished tag will make it move on correctly.

(or it could be DB going derp mode and returning wrong actorid's, who knows)
 
The reason I was looking at the second method rather than the first method is because so far, I had 2 instances were the royal crypt actorid was different, but the exithash was still the same.

So with the first method, it found the exithash correctly, but it didn't take the portal, and I was stuck at why it didn't take the exit and then redump the actors and found out the royal crypt actorid changed/different than what I had. So I thought, ok, maybe I had it wrong (even though it ran fine in the past). After updating the actorid and re-ran royal crypts questing again, after awhile the same thing happen. I redumped the actorid again, and the actorid from the the new dump was originally what I had in the original profile. So there were 2 different possible royal crypts portal actorid.

Then I thought this isn't good with the first method because who knows what other portals out there have different actorid's.

That's why I came across the second method, because the exithash never changed. So even with the portals changing actorid in rare occasions, the leaveWhenFinished tag will make it move on correctly.

(or it could be DB going derp mode and returning wrong actorid's, who knows)
I think the portal id is pretty much the "glow" so if the glow is the same color and size, it should have the same SNO
 
I knew it existed already but the explanation was kind of confusing. According to the change log, for the tags, it says:

leaveWhenFinished - True/False - Tells the bot to leave the area when it has finished exploring. Requires exitNameHash to be set.

and

"ExitFound" - This will end the behavior when the exit defined by exitNameHash is found. (Optionally leave the game as well if leaveWhenFinished is defined as True)

So I thought if those two tags combine, it will exit the game, therefore I didn't really try the two tags together in the profiles cause I didn't want to leave the game. Then I was playing around with the tags for another profile for farming, and found out that it exits the portal instead of leaving game.

So I wanted some clarification if that tag was intended like that, so I can update some profiles. Or if it's going get changed later, then I'll leave them all like the first method in my original post.

Any dev's input is appreciated. I would hate changing them all to the second method and then found it, the outcome was changed/updated, and have to change them all back =( Thanks.


I am actually running into the opposite problem in that the SNO's are the same but the WorldID's are different. Would love to figure out a work around for this. Cause it is the 2 level dungeon cave's.
 
I'm thinking its not working as intended because I have yet to see any profiles for variable levels. I know I want the watch tower profile lol (had 6 elite packs in lvl 2 1.0.4 lol). Hope we see some progress
 
That's the thing with this world. They go by seeing what's common or what other people are doing and doing the same thinking that's standard instead of stepping out of the box and trying new things =) In other words, it's like an old saying to them, "if it ain't broke, don't fix it". But I prefer the improvement route, plus method 1 is broken in my eyes, and seems like I'm the only one seeing it, due to me working on questings profiles so I see more different portal exits out there, and me re-running them over and over for bugs (call me a perfectionist).
 
That's the thing with this world. They go by seeing what's common or what other people are doing and doing the same thinking that's standard instead of stepping out of the box and trying new things =) In other words, it's like an old saying to them, "if it ain't broke, don't fix it". But I prefer the improvement route, plus method 1 is broken in my eyes, and seems like I'm the only one seeing it, due to me working on questings profiles so I see more different portal exits out there, and me re-running them over and over for bugs (call me a perfectionist).

Sup dudes,

I want to ask within the code, about boxsize number ratio? Do i get the info within dumping ractors or dumping map marker? For me using the map viewer slows the sht down and hangs there (besides its justblank purple outlined squares)

Does that code work for all the square tiles? Or its the same behaviour as go to one square and list info?
 
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