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Rakkis crossing - again !?

Narzil

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Hi guys,

myself, and I think many others out there, too, would love to get the Rakkis crossing made.
And yes, donations would be made - even a bigger one if you do it privatly for me.

The Rakkis crossing is not completly static, but it?s not realy random, too.

The back half is STATIC - it?s the same piece every time.
The front part are 5 or 6 elements which are used in different orders any time.
I made app. 10 screenshots of the whole bridge, so I know that for sure.

But with the IF RULE or maybe the WHILE RULE it should be possible for good programers to do.
I have no idea how these rules work exactly, but if the char (bot) could check on which element he
is at the moment (and that?s possible in case of the different layouts of the elements), it should be
possible to move him to the correct coordinates then.

Am I that wrong ? Or is there anybody out there who could do it ? Or if not, why not ?

Thanks in advance,
Narzil
 
Hi guys,

myself, and I think many others out there, too, would love to get the Rakkis crossing made.

It's certainly possible, there is nothing that cannot be done.

You need it to seek unique elements that are present in each of the 'random' pieces and jump to a <ActorExistsAt ...> If loop section for each piece. It'd take a while to work out, and running it over and over till all the possible pieces of the crossing spawn to note down what actors are placed where would take longer.

For it to work the same things must be in the exact same location each time afaik there is no tolerance when you specify xyz coords for ActorExistsAt - if your coords are off by one then your recognition code won't recognise anything and you get stuck.

I'm busy playing with some Act 2 stuff atm. I'll give it a shot sometime soonish.
 
Seems like it would not be hard to do WP of Rakkis Crossing to Underbridge to Siegebreaker
 
Yeah its definitivt something we can take a look at!

rofl that allmost the whole team responded xP
 
It's certainly possible, there is nothing that cannot be done.

You need it to seek unique elements that are present in each of the 'random' pieces and jump to a <ActorExistsAt ...> If loop section for each piece. It'd take a while to work out, and running it over and over till all the possible pieces of the crossing spawn to note down what actors are placed where would take longer.

For it to work the same things must be in the exact same location each time afaik there is no tolerance when you specify xyz coords for ActorExistsAt - if your coords are off by one then your recognition code won't recognise anything and you get stuck.

I'm busy playing with some Act 2 stuff atm. I'll give it a shot sometime soonish.

there is a tolerance (range) its the last parameter passed in to the method. most people use 15
 
Wow, I am more then happy that some of the developers here answered.
It?s not the first time that I wrote that request, and I wrote personal PM?s to some of you, too.
Get nothing until now, and I am really happy, because I think that would be a great run to farm.

I hope somebody of you will be able to do it, so I can put it after my FOS profile in one piece, you know.

Last but not least, I wrote another request here with two problems I have.

1. I CAN NOT DO THAT - Problem
2. Checking and Selling Items Problem

Please read that, too, and let me know your thoughts.
Thanks again in advance,

Narzil
 
Seems like it would not be hard to do WP of Rakkis Crossing to Underbridge to Siegebreaker

Sorry, one more thing.

I would love if you could let it start at the end of FOS and run until the WP, which is near the end of Rakkis crossing.
That way it would be possible to put it after a FOS run or after a CORE and FOS run, and it would farm the
Rakkis crossing with 5 stacks which would be great, you know. :-) So the GPH or MF would be nice ,too.

Thx, Narzil
 
I am personally avoiding the field at all costs. It is the hardest part in the game with the stupid enemys that stick there hands in the ground.
 
i was made the waypoints for rakkis crossing last night but comes out the results of file error. Hope someone who are expert in making profile for rakkis crossing, that is not hard since there have waypoint portal in rakkis crossing.
 
can you post you screengrabs of Rakkis pls.

If we can build a map to start with it makes making a profile a lot easier.


Dear Gingerbread, Gardetto, Radonic and all the other developers !

I loaded some screenshots up to my photobucket account and will start to show them here.
All my screenshots are splitted in two pieces, because Rakkis is to long for my screen, you know.
They are allways named first half and second half, beginning from FOS.

If you look at the bridge you will be able to see little "squares" on the left side of the bridge all the
way threw. It seems like they belong to the normal bridge, but this are the points where each
element starts and stops - hard to explain for me in english, sorry, I hope you got me :-(

As fas as I know until now, these are the different elements used :

1. Element with stairs on the left side - there is often this guy with the field glass quest
2. Element with stairs on both sides
3. Element with a hole in the middle - there is often this guy (quest) waiting to talk with and fight many monsters
4. Element with a hole that comes in from the right side
5. Element with stairs that go down on the rights side - then under the bridge - up again on the left side (thats the problem element)
6. Two different short elements to make the bridge longer - spacer I would say. The longer one every time is after the TWO stairs element !

The last element of the bridge which is the complete second half, is the same static element ever time.
It leaves the bridge on the left side and goes down, then long straight and up again on the left side, and
there is the WP ! Even from here to the end of the bridge its the same every time, because this second
half is one static element ! And you can notice that on the second half of the brigde, this little squares on
the left side are missing - why ? Because its on element ;-)

Thanks for your help and good luck,
Narzil

Rakkis 1 - first half: (left stairs element, down and up element, middle hole element, both stairs element, long end spacer element)

ScreenshotRakkis1-Teil1.jpg


Second half:

ScreenshotRakkis1-Teil2.jpg




Rakkis 2 - first half: (same like Rakkis 1, but element 2 and 3 changed order)

ScreenshotRakkis2-Teil1.jpg


Second half:

ScreenshotRakkis2-Teil2.jpg
 
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Rakkis 3 - only first half :
(Left stairs element, hole from right element, short spacer element, down and up element, two stairs element and long spacer element)

ScreenshotRakkis3-Teil1.jpg



Rakkis 4 - only first half :
(two stairs element, long spacer element, middle hole element, short spacer element, hole from right element, left stairs element)

ScreenshotRakkis4-Teil1.jpg



I realy hope I could help with my screenshots and descriptions and I can tell you for sure - there is nothing more.
Thanks again for all your time and help and good luck one more time ;-)

Narzil
 
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Ok, guys !

Two more pictures to see the element squares I told you before.
I thought my english is not good enough to describe it, so here are the pics with white circles at them.

It?s my Rakkis 3 and 4 - First half pictures again.

Thx

ScreenshotRakkis3-Teil1-Elements.jpg


ScreenshotRakkis4-Teil1-Elements.jpg
 
thanks for the screenshots.

I'll try and stitch something together "soon" - work is very busy atm and I have some bits and pieces of act 2 stuff I am still tinkering with but it's near the top of my todo list.
 
So it's not 100% static... but second half where the WP is seems more consistent than the first half?
 
The second half is static (From the waypoint downwards away from Siegebreaker). There are 2 randomize patterns for the first half; 1 is a straight strip of land while the other has 2 C shaped stairs entering and exiting a raise platform.

I have the coords for when the randomized path is the one with stairs. If it's the straight strip, the bot will get stuck where the first stairs is met. Now if only there's a way to force the bot to the next line of coords when it gets stuck or something like that =/.
 
So I had a look at some variants of Rakkis crossing maps. It's actually a lot more random than it seems, so it'll take a long time to build a profile that uses < IF ActorExists /> loops to determine where it is on the map. It'd be a very long profie, and the longer and more complicated you make things the more likely they are to not work very well.

I'm neck deep in work atm so it's likely that a new version of DB wil be released with better random dungeon capabilities by the time I can get to build this anyway. Ideally you'd want to use the random dungeon bit to do the first half of the bridge, then switch to using static moveTo xyz points when you get to the 2nd half of it.

tl:dr eta = at least 3 weeks.
 
My comment is, the profile rule is not sufficient to script this map. DB should add in a function to explore until scene found. Then everything will be easy.
 
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