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[Plugin] A ChuckyEgg Attempt! - PartyLeader PartyDude, for Co-Op Botting

**** TEST VERSION OF NON-COMMS PARTY DUDE ****

PartyLeader-PartyDude - TEST VERSION - Boss Encounter code added (see download section in 1st post)

I added the Boss Encounter fix that I put into the COMMS version to this passive/non comms party plugin

And, I added

Zeta.CommonBot.CombatTargeting.Instance.Pulse();

to OnPulse(), to see if that makes it attack the bosses, just-in-case that was the issue.

Try this out, and report back your findings, please :)
 
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So, this is happening with the non-comms version ?

I'm getting confused...

With the non-comms version of this plugin, the profiles should make the bots interact with the portal.

This was with the NON comms.
They all run with a profile right? so the profile tells them

1. Go to Xyz
2. Go to portal
3. Click portal

bot #1 is faster than the rest, he gets to the portal before the rest even get to Xyz.
They click accept but still want to get to XYZ.
What happens is after killing cydea, the bot that clicked the portal will teleport to town and then continue the profiles - while the rest will stand stuck in her chamber (they didn't load cursed heart yet).

Comms version, I presume... I have that in my list.

I'll get to it, just as soon as I fix the death handling. That fix was lost after i went back a version.

Man, I am Cap'm confuzzled now.... getting late... sleep is after me, but I want to watch Wishmaster 2, first :)

Also not comms version.
If i set them like this: Leader 90 sec game creation, others 50sec (for instance).

They invitees will enter game via Start Profile then load Tower of the damned lv 1+2
Then leader loads the game and invites them.

They have the tower of the damned profile loaded, but they are in town now.
So they have no idea what to do and just walk to the corner of the town and get stuck.

My idea is in config set a profile, upon accepting invite -> change to that profile.
 
Okay, I understand now (or not)...

That stuck in the boss area one is quite nasty.. I can't see how to fix that for this simple version of the plugin. I'll have to look at it tomorrow with fresh eyes and a working brain.

I guess Tower of the Damned does not start in town ? thus the fekk up. I don't actually play this, so not sure about names and places :) The only things that have any real experience of this game are my bots, lol

Implementing a config window to do what you say will be easy. I'm not sure how that would fix the issue.

I'll have to think on that....
 
Okay, I understand now (or not)...

That stuck in the boss area one is quite nasty.. I can't see how to fix that for this simple version of the plugin. I'll have to look at it tomorrow with fresh eyes and a working brain.

I guess Tower of the Damned does not start in town ? thus the fekk up. I don't actually play this, so not sure about names and places :) The only things that have any real experience of this game are my bots, lol

Implementing a config window to do what you say will be easy. I'm not sure how that would fix the issue.

I'll have to think on that....

Well.. i just cut bosses out.
So as long as they do the runs together (more or less) its fine, and those stucks in boss areas i just took off.

As for town runs i just put in the profile a couple of times TrinityTownRun so they will all empty together and no one will run ahead.
 
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Right, now to have a look at this issue for Tesslerc..config window and all.. see if I can get it right in my head

Actually, one thing that is probably causing problems for those using profile handler plugins, is that this plugin loads the last profile at the start of a new game... that could very well cause problems...
 
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the PartyDude guy tends to crash pretty often when dying or when the leader is making a new game, any idea what cud cause that?
btw, is there a way to make the PartyDude use potions?
 
the PartyDude guy tends to crash pretty often when dying or when the leader is making a new game, any idea what cud cause that?
btw, is there a way to make the PartyDude use potions?

PLUGINS
I'm afraid this plugin cannot influence the use of plugins at all.

CRASHING PARTYDUDE
That shouldn't happen with this version of the plugin, as both leader and followers use the same profile. It's when the CombatBot profile is used that can cause a crash, while the PartyDude transitions between games.
With the other version of this party management plugin, the PartyDudes need to use a CombatBot profile that can actually take them into a game, and these CombatBot profiles are supplied in the CombatBot profile pack in the download area of the first post of that thread (not this thread).

If you're using this version of the party management plugin (non comms version). and experiencing the crashing, then I am at a loss as to what might be causing that.
 
PLUGINS
I'm afraid this plugin cannot influence the use of plugins at all.

CRASHING PARTYDUDE
That shouldn't happen with this version of the plugin, as both leader and followers use the same profile. It's when the CombatBot profile is used that can cause a crash, while the PartyDude transitions between games.
With the other version of this party management plugin, the PartyDudes need to use a CombatBot profile that can actually take them into a game, and these CombatBot profiles are supplied in the CombatBot profile pack in the download area of the first post of that thread (not this thread).

If you're using this version of the party management plugin (non comms version). and experiencing the crashing, then I am at a loss as to what might be causing that.
well im using the CombatBot profile.
i changed the profile for the leader now, so far it seems like it solved it.

i noticed that sometimes when the PartyDude dies, he doesnt revive. what seems to be causing the problem is when the leader teleports to town and some monster comes after the leader is already in town, the monster just kills the PartyDude.
ive put <WaitTimer> command to make sure the Leader clears the stuff around before he teleports to town, which seems to solve this problem as well.
Just in case tho, is it possible to make the PartyDude use TP as soon as the party leader does?

other than that i have to admit that i really love the plugin and i hope u keep updating it, great work!

edit: noticed it has nothing to do with the situation that the char has died on, sometimes it just stays dead for some reason.
any idea what cud cause that?
 
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well im using the CombatBot profile....

Hey NinjadGuy, I see you are using the advanced version of the plugin, the one with a communication (COMMS) system. Can you please post in that thread... The PartyLeaderPro/PartyDudePro thread. It gets a wee bit confusing, posting in one plugin's thread about another threads plugin.

I'll post what you said (quoted) above in the other thread and answer your queries there :)
 
Amazing idea, testing with DH and Barb, had to switch vault to something else because dh gets ahead too much, after 10 mins so far so good, will continue testing.
 
NEW VERSION - 1.2.1

The leader and the dudes will leave the party after the run, thus allowing for the leader to reform the party.

Make sure your guys are 'ard mo fo's, if you're going to use this plugin.

Fully compatible with Trinity :) but you cannot manually control the leader with this version of the plugin :(

You can thank Morfious, for reminding me about this version of the plugin. I'd totally forgotten about it. It's actually pretty good as long as your bots can solo mobs (if they need to) wherever you aim to take them.
 
Is it possible to make the hero use the flag instead of running all the way back when he dies??
 
NEW VERSION - 1.2.1

The leader and the dudes will leave the party after the run, thus allowing for the leader to reform the party.

Make sure your guys are 'ard mo fo's, if you're going to use this plugin.

Fully compatible with Trinity :) but you cannot manually control the leader with this version of the plugin :(

You can thank Morfious, for reminding me about this version of the plugin. I'd totally forgotten about it. It's actually pretty good as long as your bots can solo mobs (if they need to) wherever you aim to take them.


So it works with trinity and also tping is working and looting too? Would be perfect!! :D
 
The PartyDudePro one:

http://www.thebuddyforum.com/demonb...-dude-pro-breaker-breaker-roger-smack-em.html

Actually, with the way the LeaveGame tag now works (it keeps your party intact), this version of the party management plugin is obsolete.


=( when I go to town or move too fast the follower stops following, what can I do? I'm currently not using DB on my leader and just using the party dude with the bot and it wont follow my leader (with hand) when I teleport or walk too fast (sprint and follower stuck in corner).
 
Is it possible to make the hero use the flag instead of running all the way back when he dies??

Not with this version of the plugin. This version is just a simple party management plugin with just enough coding to make to form parties. For more advanced stuff it's bets to use the other version.

So it works with trinity and also tping is working and looting too? Would be perfect!! :D

I'm not sure what the TP'ing does with this version. I've not used it in ages. I believe that if they die, they TP to town and restart the profile.

As I said to SmurfL2, I'm keeping this version simple. Depending on what might be needed I could add other functionality, as long as that does not require anything like a comms system, but you may find that with the way the <LeaveGame > tag now works, you ay be better off just letting DemonBuddy deal with your party, as in you form the party at the very start, and then DB will just keep them together for each and every run.

=( when I go to town or move too fast the follower stops following, what can I do? I'm currently not using DB on my leader and just using the party dude with the bot and it wont follow my leader (with hand) when I teleport or walk too fast (sprint and follower stuck in corner).

If that's the advanced version of the plugin, then I just discovered that my optimization of the code went a bit too far. Basically during the TP stage I used a variable when it should have been a method call to check on the location of the bot. I've fixed it, and I am about to upload a new version.
 
Not with this version of the plugin. This version is just a simple party management plugin with just enough coding to make to form parties. For more advanced stuff it's bets to use the other version.



I'm not sure what the TP'ing does with this version. I've not used it in ages. I believe that if they die, they TP to town and restart the profile.

As I said to SmurfL2, I'm keeping this version simple. Depending on what might be needed I could add other functionality, as long as that does not require anything like a comms system, but you may find that with the way the <LeaveGame > tag now works, you ay be better off just letting DemonBuddy deal with your party, as in you form the party at the very start, and then DB will just keep them together for each and every run.



If that's the advanced version of the plugin, then I just discovered that my optimization of the code went a bit too far. Basically during the TP stage I used a variable when it should have been a method call to check on the location of the bot. I've fixed it, and I am about to upload a new version.


Would be awesome if it use the flag instead of regular teleport :< Also something to accept when entering a boss lair
Been using this plugin with a3 champion hunt (without cydaea) and i think it is all this plugin needs
 
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Would be awesome if it use the flag instead of regular teleport

To be able to do that it would require starting the run at the point where the dude rejoins the party. I have no idea how to do that, without having the dude actually follow the leader, and that would the leaderpassing it's coordinates to the dudes.

There's the way the Join.me and Follow.Me plugins work, where the followers actually look for the leader in the game world, but the problem with that is that it can only identify a character by its class ActorSNO, which happens to be exactly the same for each class. So all barbarians have the same iD, and all Wizards have the same ID, etc.

It could be that things have changed, and there is a way to uniquely ID the leader in game. I'll check.

Also something to accept when entering a boss lair
Been using this plugin with a3 champion hunt (without cydaea) and i think it is all this plugin needs

Both the leader and the followers/dudes should click on the boss accept button. It's coded so that on every pulse(0 it checks to see if that button has popped up. I'll have to test this out.
 
Oh man, this is exactly the co-op plugin I've been looking for. I have a friend who bots and I was hoping to find a plugin that just allows us to both be in the same party, run the same profile and start it up. THIS IS IT. Thank you for putting code to my dreams!
 
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