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it does this for me, this happens @ all acts also on flat surfaces like act1. This is really weird. Eventually it sorts itself out. Sometimes it does this for 30 seconds or something.

I know my barbarian's intelligence is very low, only 77. But this is ridiculous.

I recorded a bit @ Dahlgur Oasis
http://www21.zippyshare.com/v/60joHCKz/file.html use vlc or something, recorded in OBS

This goes on until the xp timer kicks in.

log: http://pastebin.com/mhiyXntT

I dont know exactly what's going on but I think the problem is the grid reset thing. It keeps doing the same thing over and over until it eventually disconnects, because of xp timer.


Having same issue as well at A3 and A4, it is this profile problem I believe.
I have tried pause the bot, and able to move over manually.
 
That looks a lot like diablo 3 issue to me.

this is questtools right after it enters the WP

[QuestTools][SafeMoveToTag] Initialized questId="312429" stepId="2" x="4252" y="4214" z="-9" pathPrecision=5 MoveResult=Moved statusText=SafeMoveToTag: IsDone: False, PathPrecision: 5, StraightLinePathing: False, UseNavigator: False, X: 4252, Y: 4214, Z: -9, Position: <4252, 4214, -9>, PathPointLimit: 250, Timeout: 180, AllowLongDistance: False, QuestId: 1, StepId: 2, ObjectiveIndex: -1, QuestName: Quest Id: 1, IgnoreReset: False, IsDoneCache: False, Behavior: null,
[QuestTools][<MainCoroutine>d__1] Move Failed: PathGenerationFailed! questId="312429" stepId="2" x="4252" y="4214" z="-9" pathPrecision=5 MoveResult=Moved statusText=SafeMoveToTag: IsDone: False, PathPrecision: 5, StraightLinePathing: False, UseNavigator: False, X: 4252, Y: 4214, Z: -9, Position: <4252, 4214, -9>, PathPointLimit: 250, Timeout: 180, AllowLongDistance: False, QuestId: 1, StepId: 2, ObjectiveIndex: -1, QuestName: Quest Id: 1, IgnoreReset: False, IsDoneCache: False, Behavior: Zeta.Bot.ActionRunCoroutine,
[QuestTools][SafeMoveToTag] Initialized questId="312429" stepId="2" x="4135" y="4042" z="0" pathPrecision=5 MoveResult=Moved statusText=SafeMoveToTag: IsDone: False, PathPrecision: 5, StraightLinePathing: False, UseNavigator: False, X: 4135, Y: 4042, Z: 0, Position: <4135, 4042, 0>, PathPointLimit: 250, Timeout: 180, AllowLongDistance: False, QuestId: 1, StepId: 2, ObjectiveIndex: -1, QuestName: Quest Id: 1, IgnoreReset: False, IsDoneCache: False, Behavior: null,
 
Work flawlessy :D Thanks @Rein

Edit your Quest tool file in
Code:
Plugins\QuestTools\Helpers\Keys.cs
change 13th line to:
Code:
private static readonly int[] KeyIds = { 366946, 366947, 366948, 366949 };

Now bot got focussing on missing keys

Code:
[QuestTools][Keys] Counts: 
           Act 1 => 39 
           Act 2 => 27
           Act 3 => 27
           Act 4 => 14
...
> - - - FOCUSSING ON ACT4
> - - - STILL TODO ACT4
[QuestTools][ShuffleTag] Random Shuffling 4 tags
> - - - STARTING ACT4 KEYRUN


Hello, please post this arquive edited.
 
running with latest demonbuddy, trinity 3.0.6.24 and questtools 3.5.6 gives me constant this error

Code:
Exception during bot tick.Buddy.Coroutines.CoroutineUnhandledException: Exception was thrown by coroutine ---> System.NullReferenceException: Object reference not set to an instance of an object.
   at QuestTools.Helpers.TrinityApi.GetStaticPropertyFromType(Type type, String propertyName) in e:\Downloads\DB\Plugins\QuestTools\Helpers\TrinityApi.cs:line 53
   at QuestTools.ProfileTags.CombatSettingTag.<CombatSettingTask>d__2.MoveNext() in e:\Downloads\DB\Plugins\QuestTools\ProfileTags\CombatSettingTag.cs:line 91
--- End of stack trace from previous location where exception was thrown ---
   at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
   at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
   at Zeta.Bot.ActionRunCoroutine.YM(v%$krmSES\,/i>#'wY\[$%q#.nYgbI8\&S%F7 N|s"oz6rZj\,k-.MoveNext()
   --- End of inner exception stack trace ---
   at Buddy.Coroutines.Coroutine.**‎*‎‬*‬‫‬‏***‫*‬‪**‪***(Boolean )
   at Buddy.Coroutines.Coroutine.‫***‎**‫****‏*‫‬​‏‪​‪‎‫*(Boolean )
   at Buddy.Coroutines.Coroutine.Resume()
   at Zeta.Bot.ActionRunCoroutine.Run(Object context)
   at Zeta.TreeSharp.Action.RunAction(Object context)
   at Zeta.TreeSharp.Action.0n)f\.Y/{UMEO~r6?<VIf91rW".MoveNext()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.TreeSharp.PrioritySelector.|'t\,)X`d#IOlE}\.;#5a'#x#m%.MoveNext()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.Common.HookExecutor.Run(Object context)
   at Zeta.TreeSharp.Action.RunAction(Object context)
   at Zeta.TreeSharp.Action.0n)f\.Y/{UMEO~r6?<VIf91rW".MoveNext()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.TreeSharp.PrioritySelector.|'t\,)X`d#IOlE}\.;#5a'#x#m%.MoveNext()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.TreeSharp.PrioritySelector.|'t\,)X`d#IOlE}\.;#5a'#x#m%.MoveNext()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.Common.HookExecutor.Run(Object context)
   at Zeta.TreeSharp.Action.RunAction(Object context)
   at Zeta.TreeSharp.Action.0n)f\.Y/{UMEO~r6?<VIf91rW".MoveNext()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.TreeSharp.PrioritySelector.|'t\,)X`d#IOlE}\.;#5a'#x#m%.MoveNext()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.Bot.BotMain.‫*‫*‬‪**‎*‎*‎‪*‎*‬**‏​*‎*‬*()
 
This seems to be working, but I have watched it for 2 runs. It runs A2 and has killed Key Warden, but no machine dropped (T8). After killing him, it finishes exploring whole Oasis before leaving game.
Is it because no keys dropped? Or is something else to blame?

Thanks

EDIT: Apparently it isn't because of no machine dropping. Still explores whole level after picking up machine.

EDIT2: Newb mistake, wasn't running Questools
 
Last edited:
For me it only runs act 3, if no key found then leaves, if it finds the key at act 3 then run act 4 than leaves.

`` [QuestTools][WhenTag] Initializing 'A4 Key Dropped' with condition=ActorFound(366949)
[QuestTools][WhenTag] Initializing 'A3 Key Dropped' with condition=ActorFound(366948)
[QuestTools][WhenTag] Initializing 'A2 Key Dropped' with condition=ActorFound(366947)
[QuestTools][WhenTag] Initializing 'A1 Key Dropped' with condition=ActorFound(366946)
> - - - SKIPPING ACT2
> - - - SKIPPING ACT1
> - - - STILL TODO ACT4
> - - - STILL TODO ACT3
[QuestTools][ShuffleTag] Random Shuffling 4 tags
> - - - STARTING ACT3 KEYRUN ``

Any ideas ?
 
My monk gets stuck on WP in A2 and A4. Warps in and just humps the WP until it decides it cannot get unstuck and leaves the game.
If I move it at all, even a minute amount it takes off and runs great.
Is there a way to make it use Dashing Strike if it is stuck?
 
Character dies often with this profile for some reason, seems to be when bot gets stuck?
 
Last nights run, def not as efficient as buddyme's but it works for sure.

[QuestTools][Keys] Counts:
Act 1 => 43
Act 2 => 43
Act 3 => 43
Act 4 => 42

started with 1 of each, that was about 13 hours. So really not sure if thats bad or not especially considering organs can drop 1-3x in higher torments. Also key drops used to take 4 act keys to make ONE machine, now you get the machine itself so technically its like 4 keys dropping at once. Maybe I am overthinking this, but the change from 4 keys to 1 machine should actually mean a lower drop rate or machines per hour? I am running T8 with a WW wastes barb haven't tried zerg mode, heard its bugged though guess we'll see, would certainly be faster to run zerg though.
 
Can you tell us your configuration to run this profile that efficient ?
 
No one found a workaround for barbs stucked in the stairs in act3/4 ??? It's just impossible to run this profile :(
 
I used a WW barb just fine, yeah it got stuck on stairs like 1 of every 20 games but the time out checker fixed that easy.
 
T10 isn't 100% chance, its 77%

Also I haven't updated the file because it works if you turn on experience restarts. It isn't perfect but that is because the map is a pain in the ass to work around.
 
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