WiN
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- Sep 2, 2014
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I am trying to write profiles for Act 1 the new bounties - the problem I have is that because you have to click on 3 or 5 or 6 of the same object I keep reloading the TrinityExploreDungeon to get it to do the second,. third etc object.
Here is This object (Summoning Portal) from Act 1 The Triune Reborne:
[1D0402FC] GizmoType: Switch Name: px_Bounty_Camp_Pinger_450-2364 ActorSNO: 435630 Distance: 21.5029 Position: <2252.11, 4562.393, 1.692772E-05> Barracade: False Radius: 6.428975
[1D03109C] GizmoType: Chest Name: px_Highlands_Camp_ResurgentCult_Totem-2363 ActorSNO: 432259 Distance: 21.5029 Position: <2252.11, 4562.393, 1.692772E-05> Barracade: False Radius: 9.948516
[1D028EC4] GizmoType: Door Name: px_Highlands_Camp_ResurgentCult_Portal-2504 ActorSNO: 432258 Distance: 21.5029 Position: <2252.11, 4562.393, 1.692772E-05> Barracade: False Radius: 6.510005
[1D03D360] Type: ClientEffect Name: trOut_Cultists_Summoning_Portal-2505 ActorSNO: 160450, Distance: 21.5029
There are 5 identical summoning portals (Actor ID wise) which vanish after you click them.
To look for the second occurrence of the object I am using the same thing again:
It works - but it seems like it resets the nodes because he starts looking all around the map again which makes it slow going. Any thoughts? Or better ways to do this?
Other slight note - all the object names: px_Highlands_Camp_ResurgentCult_Totem_xxxx change every time you start a new map so you cant use those - and the objects are always in random positions so you cant MoveTo. Sometimes the objects are actually as little as 35 from each other which causes also confusion using the above.
Here is This object (Summoning Portal) from Act 1 The Triune Reborne:
[1D0402FC] GizmoType: Switch Name: px_Bounty_Camp_Pinger_450-2364 ActorSNO: 435630 Distance: 21.5029 Position: <2252.11, 4562.393, 1.692772E-05> Barracade: False Radius: 6.428975
[1D03109C] GizmoType: Chest Name: px_Highlands_Camp_ResurgentCult_Totem-2363 ActorSNO: 432259 Distance: 21.5029 Position: <2252.11, 4562.393, 1.692772E-05> Barracade: False Radius: 9.948516
[1D028EC4] GizmoType: Door Name: px_Highlands_Camp_ResurgentCult_Portal-2504 ActorSNO: 432258 Distance: 21.5029 Position: <2252.11, 4562.393, 1.692772E-05> Barracade: False Radius: 6.510005
[1D03D360] Type: ClientEffect Name: trOut_Cultists_Summoning_Portal-2505 ActorSNO: 160450, Distance: 21.5029
There are 5 identical summoning portals (Actor ID wise) which vanish after you click them.
Code:
<If condition="CurrentWorldId == 71150">
<If condition="HasQuest(432293) and not ActorExistsAt(160450, Me.Position.X, Me.Position.Y, Me.Position.Z, 35)">
<LogMessage questId="432293" output="Looking for 1/5" />
<TrinityExploreDungeon questId="1" stepId="1" until="ObjectFound" actorId="160450" ignoreMarkers="False" exitNameHash="0" pathPrecision="60" boxSize="45" boxTolerance="0.01" objectDistance="45">
</TrinityExploreDungeon>
<LogMessage questId="432293" output="Found 1/5" />
<ToggleTargeting questId="1" stepId="1" looting="True" killRadius="50" combat="True" />
<MoveToActor questId="432293" stepId="1" actorId="432259" interactRange="8" pathPrecision="5" pathPointLimit="250" statusText="" />
<WaitTimer questId="432293" stepId="1" waitTime="6000" />
</If>
To look for the second occurrence of the object I am using the same thing again:
Code:
<If condition="HasQuest(432293) and not ActorExistsAt(160450, Me.Position.X, Me.Position.Y, Me.Position.Z, 35)">
<LogMessage questId="432293" output="Looking for 2/5" />
<TrinityExploreDungeon questId="1" stepId="1" until="ObjectFound" actorId="160450" ignoreMarkers="False" exitNameHash="0" pathPrecision="60" boxSize="45" boxTolerance="0.01" objectDistance="45">
</TrinityExploreDungeon>
<LogMessage questId="432293" output="Found 2/5" />
<ToggleTargeting questId="1" stepId="1" looting="True" killRadius="50" combat="True" />
<MoveToActor questId="432293" stepId="1" actorId="432259" interactRange="8" pathPrecision="5" pathPointLimit="250" statusText="" />
<WaitTimer questId="432293" stepId="1" waitTime="6000" />
</If>
It works - but it seems like it resets the nodes because he starts looking all around the map again which makes it slow going. Any thoughts? Or better ways to do this?
Other slight note - all the object names: px_Highlands_Camp_ResurgentCult_Totem_xxxx change every time you start a new map so you cant use those - and the objects are always in random positions so you cant MoveTo. Sometimes the objects are actually as little as 35 from each other which causes also confusion using the above.
Last edited: