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[Profiles] Adventure Mode Bounties - Community Edition

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Saw zerg thingie fail like 30 seconds into the run, jeebuz christ.... is the normal act 1 afkable yet?
 
I updated the SVN and notice Act1_zerg.xml. What would this profile be used for?

Btw, I am still using DB Beta 404 and works quite well.
 
is it save for now to use the profile with new DB with 1.9 trinity & quest tool 2.0? havent updated it yet..
 
Na, as usual its just further and further away from being afkable with every update, this shit wont ever work
 
Na, as usual its just further and further away from being afkable with every update, this shit wont ever work

No shit would ever work if we were afraid of progress. Sometimes we need to break things and build new ones to progress. I'm currently using the latest of everything and it has never worked better. And thanks to this progress we might soon have the map markers working. I'm happy to "upgrade" to a broken build now and then as long as I know they are working towards something.
 
Caverns of araneae the little mounds that spawn spiders the bot seems to get stuck on them (sometimes they just dont pop and release whatever shit inside them) so the bot just stands there trying to go past them until manually moved (it goes to open the resplendent chest near the guy that tells you not to touch the eggs once opened trying to get out stucks the bot)

imgur: the simple image sharer to the right is the chest (always spawns like this) and just a little to dark to see clearly is the npc on the floor to the right past the eggs, char gets stuck on that one un destroyable egg
 
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Caverns of araneae the little mounds that spawn spiders the bot seems to get stuck on them (sometimes they just dont pop and release whatever shit inside them) so the bot just stands there trying to go past them until manually moved (it goes to open the resplendent chest near the guy that tells you not to touch the eggs once opened trying to get out stucks the bot)

imgur: the simple image sharer to the right is the chest (always spawns like this) and just a little to dark to see clearly is the npc on the floor to the right past the eggs, char gets stuck on that one un destroyable egg

Yeah I've seen that happen half a dozen times too, its pretty annoying, and apparently DungeonExplore makes the exact same decisions on navigation every time because if you go to town and then re-run it, it will go to the exact same spot and get stuck again.
 
Yeah I've seen that happen half a dozen times too, its pretty annoying, and apparently DungeonExplore makes the exact same decisions on navigation every time because if you go to town and then re-run it, it will go to the exact same spot and get stuck again.

Can't you just make waypoints for that specific profile?
 
Act4 Bounty - Kill Diablo - bot just stands at the waypoint - trinity times out due to gold inactivity.
 
Zerg mode works great on big maps but gets stuck at enemies in tight spaces. Only way this will work is the character wear illusionary boots or program a way to clear the blocking monsters.
 
Bounty: The Cursed Grove, Cleanse the Cursed Chest bot flip flops at chest before tripping gold timer gonna reset my logs so if it does it again i can post it as atm logs are massive
 
Zerg mode works great on big maps but gets stuck at enemies in tight spaces. Only way this will work is the character wear illusionary boots or program a way to clear the blocking monsters.

Yup... Another way to avoid getting stuck on mobs is to put out constant area damage with skills like ice Armor-FrozenStorm and items like Ice Fire Walkers and Pox Faulds.
 
OK so I've been having a blast learning all this behavior tree goodness and debugging MoveToMapMarker.

If anyone is interested, i have some prototype profiles checked in under the 'Alpha' sub-directory in SVN.

It's looping through ONLY kill quests which have been wired up to the new marker.

This is an experiment, don't bother if you are new to DB/Profiles, just wait for the stable versions later.

You'll will want the latest versions DB/Trinity/QT on a fresh install that you can scrap later, and drop the files from the .zip file into into the QuestTools folder (MoveToMapMarker will be overridden, the other one is a new tag).
 
Can't you just make waypoints for that specific profile?

Unlikely, it's a dynamic world. so everything changes except certain scenes, which are randomly placed with random filler stuff connecting them, the coordinates would change. its probably best to enhance the stuck routines to do something special on that world id when there are certain actors around (the egg sacks that are the issue with a certain range etc)
 
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