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also another question
how do you set it that your barbs don't "dance around" molten/descecrator? i find that my barb tries to prance around it and doesn't attack until it's gone and it wastes A LOT of time to do this
i tried looking for the setting but there's nothing for it (I'm using 2.13.35 since i don't like the newer one)
 
anyone know how to fix my settings so my barbs don't dance around waiting for molten/descecrator to go away? it wastes so much time...
i tried lowering radius in trinity but it doesn't do anything the barb just prances around and tip toes on the spot....
 
anyone know how to fix my settings so my barbs don't dance around waiting for molten/descecrator to go away? it wastes so much time...
i tried lowering radius in trinity but it doesn't do anything the barb just prances around and tip toes on the spot....

in trinity uncheck all the shit that that avoids it.
 
Uberbot compatible version

If you want to try this version of simple follow I manage to make it work with Uberbot and also implemented Fujiyama combat throttle base on leader distance.
This improvement make SimpleFollow ever better to PowerLevel an Hardcore champion
 

Attachments

I've been getting the following error pretty often lately:
[SimpleFollow] Unexpected error 1 - could not follow.
[SimpleFollow] Leader is not in game, exiting (Recent Interact=False, IsLeavingGame=False !IsInGame=True !IsInSameGame=False)

I get this error and the leader is still in the game. Anyone know how its checking or what its checking for? It completely ruins Greater Rifts cause the followers leave the game and rejoin and they can't catch up.
 
If you want to try this version of simple follow I manage to make it work with Uberbot and also implemented Fujiyama combat throttle base on leader distance.
This improvement make SimpleFollow ever better to PowerLevel an Hardcore champion

Thanks, try this improvement though. Original FollowTag.cs included (removed changes).
Should update more often so it won't get stuck with monsters on its own.

View attachment FollowTag.cs
View attachment FollowerService.cs

Edit:

Just want to say I've had the time to test it unlike my first attempt, this is really working as intended.
Remember it requires Adventurer but it don't have to be enabled. Just use this plugin and replace FollowerService.cs. You will only do this for the followers.
The current setting is to disable combat if >40 yards from the leader.

Not sure how this works with Ubers, but matamort made a version that does, which includes my first attempt. He might update his with my improvement. If he did not alter the file FollowerService.cs you may replace that and it should work.
 
Last edited:
Thanks, try this improvement though. Original FollowTag.cs included (removed changes).
Should update more often so it won't get stuck with monsters on its own.

View attachment 189647
View attachment 189648

Edit:

Just want to say I've had the time to test it unlike my first attempt, this is really working as intended.
Remember it requires Adventurer but it don't have to be enabled. Just use this plugin and replace FollowerService.cs. You will only do this for the followers.
The current setting is to disable combat if >40 yards from the leader.

Not sure how this works with Ubers, but matamort made a version that does, which includes my first attempt. He might update his with my improvement. If he did not alter the file FollowerService.cs you may replace that and it should work.

To clarify I fix the issue where the leader was asking the follower to create a greater Rift instead of running to the uber door. Still not fully perfect as the follower will do some stupid thing like taking portal when boss are already kill then teleport
back in town. Causing the leader to something stop to wait for follower if enable.
 
I see you already got solutions for the uber problem "Waiting for follower to open rift".
So here are just my additional tweaks from the other thread:
* Skip useless teleport to Act V: FollowTag.cs MainSequence: remove block with Me.IsInTown && ZetaDia.CurrentLevelAreaId != 270011
* Skip useless teleport to Heretics Abode: FollowTag.cs TeleportToLeader: add at the beginning: if (Leader.WorldId == 257117) return false;
* Skip wrong TP back to killed boss if leader is TPing too slow: Message.cs: IsTakingPortalBack: always return false
 
Thanks, try this improvement though. Original FollowTag.cs included (removed changes).
Should update more often so it won't get stuck with monsters on its own.

View attachment 189647
View attachment 189648

Edit:

Just want to say I've had the time to test it unlike my first attempt, this is really working as intended.
Remember it requires Adventurer but it don't have to be enabled. Just use this plugin and replace FollowerService.cs. You will only do this for the followers.
The current setting is to disable combat if >40 yards from the leader.

Not sure how this works with Ubers, but matamort made a version that does, which includes my first attempt. He might update his with my improvement. If he did not alter the file FollowerService.cs you may replace that and it should work.


Thanks for your work Fujiyama, but when I add the FollowerService.cs file, it causes simplefollow to stop showing up in db. I'm using the latest .435, so maybe it's designed to work with an older version? Matamorts edited version of simplefollow works fine though.
 
Thanks for your work Fujiyama, but when I add the FollowerService.cs file, it causes simplefollow to stop showing up in db. I'm using the latest .435, so maybe it's designed to work with an older version? Matamorts edited version of simplefollow works fine though.

Do you have Adventurer and Questtools? You need them, but they don't have to be enabled. And you need to overwrite the old FollowerService.cs, not put it in another folder. Hope this helps :)
 
Do you have Adventurer and Questtools? You need them, but they don't have to be enabled. And you need to overwrite the old FollowerService.cs, not put it in another folder. Hope this helps :)

Yup, I have .140 Adventurer, and QT 3.5.10. I keep both questtools and Adventurer enabled. I also overwrote the old followerservice.cs file. When overwriting it, simplefollow stops showing up in DB. If I go back to the original file, it shows up again.
 
My followers are not doing townruns fast enough before the leader starts the next GR. Follower autoaccepts and goes in the GR with full inventory and cant pick up loot at RG kill.

So here are just my additional tweaks from the other thread:
* Skip useless teleport to Act V: FollowTag.cs MainSequence: remove block with Me.IsInTown && ZetaDia.CurrentLevelAreaId != 270011

Those problems are connected, removing force A5 portal may very well solve them both (leader does town run 3 times faster in Act 1 vs A5). It will also solve issue when followers dont get GR invite because whilst its pending, they switch to A5 and during loading screen GR invite window disappears and they cant accept, leader ends up soloing GR.
Other bug is that after GR starts, followers sometimes TP back to town and enter GR manually through A5 portal, whats up with that? Perhaps it is connected to the a5 town routine not being completed in time.

I would also love option for leader to wait for followers after changing Grift level. Undergeared followers cant keep up if they get separated.
 
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Even without the portal to Act5, the followers still sometimes don't have enough time to finish the townrun before the next GR starts.

Maybe an option to make it so the followers do not click accept on the GR invite until townrun is completely finished. Or a way to make the leader pause 3-5 seconds right after it finishes it's town run, but before it opens another GR. This would give the followers enough time to catch up and finish everything.
 
Hey Been reading though alot of this, I know its mentioned somewhere, however I haven't found it going through pages and searching. Namely just people with real questions or posting logs ;).
Can you set up simple follow so; followers fight in the same game or do they just follow the leader? Is there a plugin that you can bot rifts together in the same game? I have several friends who bot, we were wondering if its possible to all be in the same game for Grift farming. Thanks for anyone who can take the time to answer!

We've tried just starting the bots in the same game, but generally they just end up leaving after a few rifts.

With this plugin you and your friends will be able to farm in the same game and they will follow the leader bot, I however do have problems with them running off for Elites for some reason, even with the 40 yard limitation we just had to put the HotA Barbarian follow bots Elite detection range really low so it wouldn't run off.
 
I managed to get simple follow to semi work, with my friends who are all on a different network.

If you are doing this you need to mess around with your firewall settings.

Question, my bot won't teleport to the leader. He just sits in town getting stuck on the waypoint
[Trinity 2.13.46] Bot Starting, Resetting Gold Inactivity Timer
[SimpleFollow] Disabling Inactivity Timer
[SimpleFollow] Resetting Grid and clearing Navigator
[SimpleFollow] Using Waypoint to A5 Hub (Adventure Mode!)
[Trinity 2.13.46] Bot is Stuck! Attempt #1 to fix it
[Trinity 2.13.46] Bot is Stuck! Attempt #2 to fix it
[Trinity 2.13.46] Bot is Stuck! Attempt #3 to fix it
[Trinity 2.13.46] Bot is Stuck! Attempt #4 to fix it

If i manually move him into the rift, then he'll kill and follow and even teleport to the leader. But he won't go in the rift.

Fixed :).
 
Last edited:
Thanks, try this improvement though. Original FollowTag.cs included (removed changes).
Should update more often so it won't get stuck with monsters on its own.

View attachment 189647
View attachment 189648

Edit:

Just want to say I've had the time to test it unlike my first attempt, this is really working as intended.
Remember it requires Adventurer but it don't have to be enabled. Just use this plugin and replace FollowerService.cs. You will only do this for the followers.
The current setting is to disable combat if >40 yards from the leader.

Not sure how this works with Ubers, but matamort made a version that does, which includes my first attempt. He might update his with my improvement. If he did not alter the file FollowerService.cs you may replace that and it should work.

Thanks! This works pretty good so far.. been testing it all day. I had to make some changes for GRs as my bots kept leaving game or kicking off FindDungeonExit. After that though I've been able to 4 box/bot up to GR65 but have settled to botting GR60 until my bots getter better gear/paragon
 
I had to make some changes for GRs as my bots kept leaving game or kicking off FindDungeonExit.

Is that the same bug I've been experiencing? Basically, the followers will sometimes get to the end of a level and instead of going to the next floor, they just randomly leave the game, get invited back, and sit in town until the rift is over? I've also noticed them trying to leave game at random times for no apparent reason.

Anyone know a way to fix that and stop it from happening?
 
A friend and I are trying to get SimpleFollow to work. We are on different computers on separate networks. He is the leader, and I have his IP address in the config UI. We both have the server port set to 10920 as it came.

He initiates by starting his bot as leader, with the SimpleFollow plugin checked, and is running Adventurer's Greater Rift profile. After he starts his bot, I start mine. I have the SimpleFollow plugin checked and am running the SimpleFollower profile as well. His bot then starts the GR, mine goes in, and unless there are mobs within its line of sight from the doorway, itll just sit at entrance and pop this log at me:


Exception rethrown at [0]:
at System.Runtime.Remoting.Proxies.RealProxy.HandleReturnMessage(IMessage reqMsg, IMessage retMsg)
at System.Runtime.Remoting.Proxies.RealProxy.PrivateInvoke(MessageData& msgData, Int32 type)
at SimpleFollow.Network.IFollowService.GetUpdate()
at SimpleFollow.Network.FollowerService.ClientUpdate() in c:\Users\Owner\Desktop\Desktop Folders\Demonbuddy\Plugins\SimpleFollow\Network\FollowerService.cs:line 133
[SimpleFollow] Initializing Client Service connection to http://*friend's IP is here*:10920/Follow


I have searched the forums for a fix and haven't found any related issues. Can anyone out there help me out? Thanks :cool:
 
Thanks, try this improvement though. Original FollowTag.cs included (removed changes).
Should update more often so it won't get stuck with monsters on its own.

View attachment 189647
View attachment 189648

Edit:

Just want to say I've had the time to test it unlike my first attempt, this is really working as intended.
Remember it requires Adventurer but it don't have to be enabled. Just use this plugin and replace FollowerService.cs. You will only do this for the followers.
The current setting is to disable combat if >40 yards from the leader.

Not sure how this works with Ubers, but matamort made a version that does, which includes my first attempt. He might update his with my improvement. If he did not alter the file FollowerService.cs you may replace that and it should work.

Hi Fujiyama, i used your original FollowTag.cs file and it worked fine. I wanted to try the new version you have and replaced the FollowTag.cs to original (removed changes) and replace the new FollowerService.cs in simple follow folder: Plugins\SimpleFollow\Network
After doing so, the leaderboard don't invite follower bot anymore, i rechecked it many times and also did clean install of simple follower, and it's the FollowerService.cs file casuing this.

I am using Adventurer 1.3.2.140, is that a problem? or do you have an up-to date file you can send so i can try to make group boting works better. Thanks for your help.
 
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