Just need to know which blacklist they want adding to - do you still have the SNO dumps? I want to know if the SNO dump (the dump ractors) listed them as a "Unit" or an "Object" - if a Unit, then they need to go in the attack blacklist. If an object, then they need to go in the world-object blacklist! The bot might be trying to "attack" because it thinks it's a unit, or it might be trying to "attack" because it thinks it's a destructible object. I would SUSPECT the fire-spouts it thinks are units, and the table/chairs are destructibles, but I'll need confirmation/clarification!
A change I have been testing which should improve things, you can test yourself until I release (as I have other things being worked on too). Find this;
Code:// Force update targets at least once every 8 movement loops iLoopsSinceLastTargetUpdate++; if (iLoopsSinceLastTargetUpdate > 8) { return RunStatus.Success; }
Try changing that 8, to a 4. You could try lower, but I'd recommend trying 4 for now. This is how often (how many loops) the bot re-checks for objects in it's area (for new targets, items, avoidances) while currently trying to move towards a target or object. It may be that I can actually lower than to a 2 - it was set to 8 before Trinity 1.4 - before all the optimization stuff, as object-checking was the biggest performance hit - but since Trinity 1.4, object checking is now hellishly fast, so it shouldn't have much performance hit at all to lower this, and it will improve bot performance everywhere.
So yeah, changing that to 4/lower, is a bit of a "sneak preview" of a small change that should have a big splash in the next Trinity release - but I'd also appreciate people giving me feedback on the performance/CPU hit by setting that to even lower numbers (I have a very powerful gaming machine, so be good to hear from people with not so uber gaming machines)
I just went ahead and jumped right to 1. I don't see any noticeable performance degradation, I'm playing on an i5-2500k 3.2 overclocked to 4.5.. I normally run at @ 21% cpu load, with 1 copy of the game and 1 copy of the bot running. After the change, it went up to 23%, but that's really negligible imo. After making the change, I can see that ice balls and molten explosions are being avoided much much better, but it still acts as if the arcane sentry doesn't exist. Not sure if it's this change, or the actual update to the plugin itself but I also noticed that rend is being used like a beast now. It still misses some times due to being out of range, but it is used much more frequently now. Thanks for the quick response, hope to hear something soon.
You can't be fucking serious. I'm hoping sarcasm?
Regarding avoidance, is there a way to set so you only avoid "arcane core" (the main center ball of the arcane) while ignoring the beams? I can tank the beams just fine but sometimes the bot will run or get knocked back into the core and get creamed by tons of damage every second. If I set to just avoid arcane entirely, he will run away from the beams which often confuses the bot and ultimately drops dps the mobs.
Thank you, will try this soon!Yes you can avoid the core, set radius for arcane dodging to 7 or 9, that should do it. The closer you are to the beam (smaller number value in radius) the longer the sentry will apply dmg on u.
A change I have been testing which should improve things, you can test yourself until I release (as I have other things being worked on too). Find this;
Code:// Force update targets at least once every 8 movement loops iLoopsSinceLastTargetUpdate++; if (iLoopsSinceLastTargetUpdate > 8) { return RunStatus.Success; }
Try changing that 8, to a 4. You could try lower, but I'd recommend trying 4 for now. This is how often (how many loops) the bot re-checks for objects in it's area (for new targets, items, avoidances) while currently trying to move towards a target or object. It may be that I can actually lower than to a 2 - it was set to 8 before Trinity 1.4 - before all the optimization stuff, as object-checking was the biggest performance hit - but since Trinity 1.4, object checking is now hellishly fast, so it shouldn't have much performance hit at all to lower this, and it will improve bot performance everywhere.
So yeah, changing that to 4/lower, is a bit of a "sneak preview" of a small change that should have a big splash in the next Trinity release - but I'd also appreciate people giving me feedback on the performance/CPU hit by setting that to even lower numbers (I have a very powerful gaming machine, so be good to hear from people with not so uber gaming machines)
I've made a fresh install of the latest version and DB/RadManager and I'm shocked. My barb began to die fantastic often. He dies even on white big groups of mobs. He uses rend often vs one mob or when there are no mobs around, but when fighting vs group of mobs - almost never. 80% of time he runs with 100% fury. Also he doesn't avoid most of arcane sentries, plague, molten cores and trail. 24 deaths/hour now vs 2-3 usual.
Giles please make some urgent fixes.
I've made a fresh install of the latest version and DB/RadManager and I'm shocked. My barb began to die fantastic often. He dies even on white big groups of mobs. He uses rend often vs one mob or when there are no mobs around, but when fighting vs group of mobs - almost never. 80% of time he runs with 100% fury. Also he doesn't avoid most of arcane sentries, plague, molten cores and trail. 24 deaths/hour now vs 2-3 usual.
Giles please make some urgent fixes.
I can't imagine what could I do wrong. Reinstalled everything from scratch as usual, default settings. 2 days ago bot worked perfectly.That sounds like you may have done something wrong. I run a barb myself and have not seen anything like you described. What are your character's stats?
// Force a close range target because we seem to be stuck *OR* if not ranged and currently rooted
if (bPrioritizeCloseRange && (!thisgilesobject.bThisTreasureGoblin || (thisgilesobject.bThisTreasureGoblin && settings.iTreasureGoblinPriority != 2)))
if (thisobj.PhysicsSNO <= 0 && tmp_fCentreDistance > 12f)