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Hackish fix for Bounties

thanks for your attention, this script it works 99%, but when it enters the portal it simply does not load next script, force leaves for manu of the devil, instead of kill rainbow map
Got it. I'll run until I see a Whimsydale portal then to see if I can figure out what's happening then.
 
Thanks you for the update
but there are still some unworking portal. Keep saying:
Entering
moving
entering
moving
entering
moving
Across all Act.
But beside of this, other just work fine. Way better than original.

Make sure you've copied my EnterLevelAreaCoroutine.cs to the correct location!

Even so, there are a few portals in the game that will seem to fail for a bit, but then eventually work. The portal to the Azmodan encounter comes to mind. You just have to let the bot keep at it, but they eventually succeed. The longest I ever had to wait was probably 20-25 seconds for one of those.

Question: are the unworking portals breaking your bounty runs? Do you come back to your computer to find your bot stuck running in and out of a portal. Or are you just seeing those messages in the logs but the portals do work eventually? DB's code executes much faster than the game does so there is a lot of useless code being fired during things like scene transitions and other sorts of interactions which results in a lot of spammed messages in your log.
 
thanks for your attention, this script it works 99%, but when it enters the portal it simply does not load next script, force leaves for manu of the devil, instead of kill rainbow map

Just my cursory thoughts. There is something extremely off about the way either Trinity or DB internally handles whimsydale. I'm leaning toward a DB internal issue. I had everything set up to just stop when it found a portal so I could enter it and manually load a clearing profile. Once I did that everything pretty much froze. My TPS would go down to 0.00 and stay there for like 5-7 seconds. Mobs killed me 4 times because the bot was frozen in some sort of code stupor. I've never seen anything like it. There were literally no good logging or error message to indicate what was happening or why. Weird as hell.

I'll keep messing with it on the side, but don't get your hopes up. Hopefully the developers are implementing any sort of internal fix. We may need to wait until the next iteration of DB to see any real progress made on it.
 
Make sure you've copied my EnterLevelAreaCoroutine.cs to the correct location!

Even so, there are a few portals in the game that will seem to fail for a bit, but then eventually work. The portal to the Azmodan encounter comes to mind. You just have to let the bot keep at it, but they eventually succeed. The longest I ever had to wait was probably 20-25 seconds for one of those.

Question: are the unworking portals breaking your bounty runs? Do you come back to your computer to find your bot stuck running in and out of a portal. Or are you just seeing those messages in the logs but the portals do work eventually? DB's code executes much faster than the game does so there is a lot of useless code being fired during things like scene transitions and other sorts of interactions which results in a lot of spammed messages in your log.
I just sit in front of my computer and see this log. I thought it was a bug so I just manually click the portal LOL. It doesn’t breakdown, when I wait a few second, it showing clear blocking road. And then do the entering and moving again. But I will try to let it runs for couple minutes and see if it works. Thanks you
 
Thank you very much manito fix, though it is not perfect, but you help us solve a difficult problem.
 
Working a treat for the majority of bounties, only thing is the multi acts doesnt like doing act4, will store the bounty caches corretly.

just started a new DB for the log if you want it.

have the settings to balanced mode if that makes any difference.

does the act4 bounties file not in the zip only farm that act?
 
Working a treat for the majority of bounties, only thing is the multi acts doesnt like doing act4, will store the bounty caches corretly.

just started a new DB for the log if you want it.

have the settings to balanced mode if that makes any difference.

does the act4 bounties file not in the zip only farm that act?
Yes, the individual act profiles only run the bounties for that act. Exceptions exist for Act 4 and Act 5 which both draw from the same pool of dynamic bounties. Meaning, when you run the individual act profile for 4 & 5 you are most likely going to do an additional quest from the other act. Act 4 will run one Act 5 bounty, and vice versa.

If you are noticing an uneven number of Act Bounty Caches after letting the multi profile run for any length of time then you are probably running into instances of unsupported bounties. My profiles only tell DB to run the bounties that Adventurer already knows how to run. If there is even one unsupported bounty in a given game then you won't get the bounty cache for that act in that game. I've rechecked the profiles and the turn-in portion is exactly the same for both Act 3 & Act 4, Tyrael in Bastion's Keep. So, as long as you are getting any Act 4 or Act 3 Caches at all then the profiles are working as good as they are going to. If you're not getting any at all, then there is a problem somewhere.

Settings in Trinity regarding acts and balanced mode don't matter in regard to the profiles I've made. Adventurer essentially took bounty profiles and internalized them. A really great idea when DB and Trinity were being actively developed and maintained. Not so good when things are severly broken as they are now.

Try as you will, you probably will not be able to keep bounty caches perfectly balanced using my profiles. What you can do is automate them enough to make automatically gathering bounty crafting materials possible at least. If you find yourself getting especially short on a certain acts bounty caches then just run the individual profile for a bit to catch them up. That's really the only solution I can suggest.

Happy botting!
 
Certain act doesn't go into gate. It keep says searching and moving...
 
Certain act doesn't go into gate. It keep says searching and moving...
Certain larger portals behave that way even with the modified EnterLevelAreaCoroutine.cs. Their coordinates seem to be way off so it never does a relative position check for my hack to trigger. But those portals do work eventually. The portal leading to the Azmodan encounter is one such portal. The longest I've ever had to wait for it to finally trigger by itself was less than a minute, but your experience may be different from mine. Just be patient to see if it finally works. Worst case scenario, it will reload game due to inactivity.

This is not a perfect fix, and there probably won't ever be a perfect fix until both DB and Trinity work perfectly. It's just better than the default setup.
 
Act 2/ Free the iron wolves x5. Found 3 and wouldn't explore far enough to find the next 2 even with the arrow lit up pointing to the. I nudged it slightly forward and it took off the rest of the way.
Act 2/ Clearing the cave of the burrowing horror, it made it into the cave by killing the worm but sat still upon entering. I manually pushed through to the second level and after a few moments it took off on its own. I searched through the coding to see if there was an issue with the ID but couldn't figure it out. If you would like I can keep running and providing deficiencies with the scripts, if not I will let it go.
On a better note, when it runs, it runs very well. Thank you for the work around.
 
Act 2/ Free the iron wolves x5. Found 3 and wouldn't explore far enough to find the next 2 even with the arrow lit up pointing to the. I nudged it slightly forward and it took off the rest of the way.
Act 2/ Clearing the cave of the burrowing horror, it made it into the cave by killing the worm but sat still upon entering. I manually pushed through to the second level and after a few moments it took off on its own. I searched through the coding to see if there was an issue with the ID but couldn't figure it out. If you would like I can keep running and providing deficiencies with the scripts, if not I will let it go.
On a better note, when it runs, it runs very well. Thank you for the work around.

I am looking at trying to improve the bounty execution as much as I can... if I can. I do not have a very strong skill set with code. I have modified my own BountyDataFactory.cs file for a few bounty quests. Cave of Burrowing Horror was actually one of them. There are issues with bounties that utilize the ClearAreaForNSecondsCoroutine.cs. I don't know why though. It's annoying because I am just smart enough to see/find the problems, but not smart enough to fix them. A fairly useless skill to have.

That being said, it can't hurt to point out any bounties you find that screw up and tell me how they're screwing up. Once I get enough fixes that seem stable I can look at adding a copy of my BountyDataFactory.cs file to the uploads for those who want it.
 
I am looking at trying to improve the bounty execution as much as I can... if I can. I do not have a very strong skill set with code. I have modified my own BountyDataFactory.cs file for a few bounty quests. Cave of Burrowing Horror was actually one of them. There are issues with bounties that utilize the ClearAreaForNSecondsCoroutine.cs. I don't know why though. It's annoying because I am just smart enough to see/find the problems, but not smart enough to fix them. A fairly useless skill to have.

That being said, it can't hurt to point out any bounties you find that screw up and tell me how they're screwing up. Once I get enough fixes that seem stable I can look at adding a copy of my BountyDataFactory.cs file to the uploads for those who want it.
yes i need it.and ACR5 has a few question,thank you
 
any new updates yet?. hope there is any solution. BTW thank you for all your hard work!!
 
Just like the title says, this is a dirty, dirty, little hackish way to get current DB running Bounties... sort of.

The hack consists of two parts: Part one is a modified EnterLevelAreaCoroutine.cs and MoveThroughDeathGate.cs file that freakishly allows portals and death gates to work somewhat better since current Trinity/Adventurer is all sorts of screwed up code-wise when it comes to navigation in general and using portals in particular Part two are a series of profiles to use when running bounties. They circumnavigate the Trinity/Adventurer built-in Bounty selection routines. They do this by ordering the quests in a profile sequentially and using the RunBounty tag to force them to run.

Caveat: Big heads up here. PAY ATTENTION!!! I am not responsible for the way that Trinity/Adventurer handles Bounties, some bounties just are not going to work well depending on a variety of factors that I am neither smart enough nor patient enough to figure out on my own. Perhaps the actual developers (i.e., whoever is actually maintaining Trinity/Adventurer at the moment) will get around to addressing these issues and all the other issues that make doing anything other than rifting such a huge pain in the butt. Once they do my hackish fixes will be useless, which, honestly, will be perfectly fine with me.

Also note, Act 4 & 5 include something Trinity handles as Dynamic Bounties which I have not been able to place in their appropriate acts. As a result, when running the Act 4 & 5 profiles you will occasionally do a random dynamic bounty quest from the wrong act. This is usually only one extra quest, so not a big deal, but you should be aware that it's going to happen.

As long as your DB does not crash should run fairly well. Takes about an hour and a half to run Bounties for all 5 acts using the AllActBounties.xml profile. Below is a screen grab of stat logging after one complete Bounty run. You're not going to hit paragon 6000 with these, but it'll get the job done as far as collecting bounty mats for reforges, whatnot. I'm working(tm) on tracking down the cause of the occasional crashes and will fix it if I am able. Until then, occasional crashes and restarts are just going to be a thing to be aware of and deal with.

blOJCQl.png


How to Make This Work

  1. Copy the attached EnterLevelAreaCoroutine.cs and MoveThroughDeathGate.cs file into your Trinity directory at Demonbuddy\Plugins\Trinity\Components\Adventurer\Coroutines\BountyCoroutines\Subroutines.
  2. Load the profile corresponding to the act you want to run.
  3. Profit.

Multi Act Bounty Profiles
  1. Unzip MultiActBounties.zip somewhere you'll remember. Demonbuddy\Profiles is a good choice.
  2. Make sure you've copied EnterLevelAreaCoroutine.cs and MoveThroughDeathGate.cs into your Trinity directory at Demonbuddy\Plugins\Trinity\Components\Adventurer\Coroutines\BountyCoroutines\Subroutines.
  3. Load AllActBounties.xml.
  4. (Important) If your DB crashes in the middle of a run make sure you load the profile of the act you were in when the program crashed. So, if you were in Act 3 then load Act3Multi.xml, otherwise some bounties will most likely be skipped on resume.
Final notes: Town Runs seem to break a lot of the Bounties so it's best not to loot at all if you can help it. If you're like me you're only running Bounties for the bounty crafting materials anyway. If it's gold, experience or legendaries your after then you should probably be rifting, so go on... shoo! Get out of here.

Also, make sure to select the option on the Items tab in the Trinity Configure menu to 'Stash Bounty Caches' by checking the box next to it. The bot seems to be pretty hit or miss about picking up the goodies dropped by a Bounty Cache so it's safest to just stash it and open them manually at a later time. Look for the big red circle below for those of you unsure where to find the setting:

A3QtbYw.png


Final final note: If this works for you, great. If not, sorry not sorry. I am not a developer and I know very little about code other than it's a thing that exists. I can think my way around the occasional problem, but if this absolutely won't work for you then I am probably not the person you want helping you. And, like I said earlier, there are MASSIVE(okay, maybe not massive) code flaws in Trinity/Adventurer at the moment that no amount of hacking on my part is going to fix. I just wanted to pass along something that helped make Bounties a little more bearable for me. I hope it helps some of you as well.

Edit 3:09 AM 07/22/2018 Added Act 3 profile

Edit 8:35 PM 07/22/2018 Added Act 4 & 5 profiles and modified MoveThroughDeathGate.cs

Edit 5:04 PM 07/23/2018 Added MultiActBounties profiles

Edit 6:27 PM 07/23/2018 Fixed issue with missing HasQuest ids in Act1Bounties.xml

Edit 4:15 AM 07/24/2018 Fixed issue with transposed digits in AllActBounties.xml



make a pull request for Trinity plz
 
I'm having the issue where it tries to teleport to the act (I've tried individual acts plus the all act one) and it says unable to teleport because waypoint is too close, but it thinks it's already in the act. Then it starts running around town "searching" as if it's in the act. I've reinstalled a clean copy and done everything step by step in your directions and it still does this.

Kinda disappointed that I decided to give DB one more try and bounties still don't work. Any tips or ideas?
 
I'm having the issue where it tries to teleport to the act (I've tried individual acts plus the all act one) and it says unable to teleport because waypoint is too close, but it thinks it's already in the act. Then it starts running around town "searching" as if it's in the act. I've reinstalled a clean copy and done everything step by step in your directions and it still does this.

Kinda disappointed that I decided to give DB one more try and bounties still don't work. Any tips or ideas?

Same here. I ended up just cutting my losses and using a different bot. I gave them a couple of months to get things back in order, but it just hasn't happened unfortunately
 
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