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Rift Bot - Yet Another Rifter!

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sorry , what you mean by "nothing bounties"

what i'm seeing is that its not attacking for some reason. it spam my skill and after that no Left click or right click attack he just twisting at the monster until the Cool Down Bombardment skill is finish and use it again.

bounty problems will not be answered or solved. its an integration.
 
@DyingHymn

Man, I've been trying to get a hold of you since the forum went down! I had a lot of new maps for you to take a look at, then I saw you did new fixes to some of them and I had to delete many of them because they became invalid.

Here is a few new maps.

1.
Marathon backtracking here:
View attachment 126069

2.
View attachment 126070
Bot gets stuck here when he enters.

To large boxSize?

3.
View attachment 126073

4.
View attachment 126074
DB kept spamming this after I entered the level with no response from the bot other than attacking when I moved him close to monsters:

Code:
Exception when terminating bot thread. System.NullReferenceException: Object reference not set to an instance of an object.
   at QuestTools.MoveToMapMarker.RefreshActorInfo()
   at QuestTools.MoveToMapMarker.<CreateBehavior>b__a(Object ret)
   at Zeta.TreeSharp.Action.RunAction(Object context)
   at Zeta.TreeSharp.Action..()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.TreeSharp.DecoratorContinue..()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.TreeSharp.Sequence..()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.TreeSharp.PrioritySelector..()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.Common.HookExecutor.Run(Object context)
   at Zeta.TreeSharp.Action.RunAction(Object context)
   at Zeta.TreeSharp.Action..()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.TreeSharp.PrioritySelector..()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.TreeSharp.PrioritySelector..()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.Common.HookExecutor.Run(Object context)
   at Zeta.TreeSharp.Action.RunAction(Object context)
   at Zeta.TreeSharp.Action..()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.TreeSharp.PrioritySelector..()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.Bot.BotMain.()

Had to move him through the map myself.


That's the only ones I have left. Need more testing with your new boxSize/Tolerance values before I can add more.

Thanks man! I will investigate when I see through all posts.
 
i am pretty sure there is one situation if the progress in rift not reach 100% and the character find the portal first, the character will keep searching the current map forever. You have to force it out or order the character go back to the previous map which would solve this endless loop. I hope you can upgrade it. Thax for the work

log+screenshot
 
Biggest problem seems to be backtracking and problems with pathfinding - is there not a way to blacklist nav meshes that the bot already covered? I can't even count the number of times I've watched it walk all the way back to the beginning of a dungeon for no apparent reason.

handled by trinity. screenshot+map viewer
 
As to numerous problems arose with Trinity .25 (maybe plugin/profile-related, maybe just not read this post/readme). Now only problems with proper log and description of the story will be answered. The name of the file loaded shall be included. Marathon backtrack shall in addition include a screenshot with map viewer. An excellent example by Oksehode is http://www.thebuddyforum.com/demonb...-rift-bot-yet-another-rifter-post1484048.html. FAQ and Known Issues will be ignored.

First post updated.
 
DyingHymm, thank you for the bot, and I hope your continued support even with so many simple questions.

You have learned very quickly that so many here know just enough to get themselves in trouble, and nothing about how to fix their own problems.

Best of luck, and look forward to your future releases and work on a Rifter bot.
 
Thanks man! I will investigate when I see through all posts.

Pandemonium Fortress and Tower of the Damned problems seems introduced by .25. Will wait and see.

Will work on the maze before butcher. Which map is the second screenshot? Forgotten battlefield or A2 oasis?
 
DyingHymm, thank you for the bot, and I hope your continued support even with so many simple questions.

You have learned very quickly that so many here know just enough to get themselves in trouble, and nothing about how to fix their own problems.

Best of luck, and look forward to your future releases and work on a Rifter bot.

Thanks for the words. Now it's only one person who answer almost all hard or simple questions, test parameters for new maps, fix bugs and glitches, and introducing new features. I am just too busy and when the Easters holiday is over, I cannot think of what kind of situation it could be.
 
Pandemonium Fortress and Tower of the Damned problems seems introduced by .25. Will wait and see.

Will work on the maze before butcher. Which map is the second screenshot? Forgotten battlefield or A2 oasis?

The 2nd screenshot is a act 5 map. The bog map with those purple AOE puddles on the ground.
 
Another thing to note is that I cannot fix backtrack. I can only tune the parameters and TRY to reduce backtrack/stuck. If the tuned parameter still won't solve problems, I am sorry and I can do nothing. Dungeon exploration is always handled by only DB/Trinity.

Shall I add this word to first post?
 
@Oksehode it seems .25 performs far more backtracking than before. Do you have similar feeling? Maybe default shall be 25/0.01.
 
anybody facing this issue when running rifts? bot stops moving after getting the below error. need to close DB and restart. only during rifts, not bounty. tried reinstalling fresh DB and updating DB/Trinity to latest but still the same issue.

Exception when terminating bot thread. System.NullReferenceException: Object reference not set to an instance of an object.
at QuestTools.MoveToMapMarker.RefreshActorInfo()
at QuestTools.MoveToMapMarker.<CreateBehavior>b__a(Ob ject ret)
at Zeta.TreeSharp.Action.RunAction(Object context)
at Zeta.TreeSharp.Action..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.DecoratorContinue..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.Sequence..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.PrioritySelector..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.Common.HookExecutor.Run(Object context)
at Zeta.TreeSharp.Action.RunAction(Object context)
at Zeta.TreeSharp.Action..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.PrioritySelector..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.PrioritySelector..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.Common.HookExecutor.Run(Object context)
at Zeta.TreeSharp.Action.RunAction(Object context)
at Zeta.TreeSharp.Action..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.PrioritySelector..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.Bot.BotMain.()
 
@Oksehode it seems .25 performs far more backtracking than before. Do you have similar feeling? Maybe default shall be 25/0.01.

I'm not sure about Trinity .25 backtracking. I would have to do more tests with .24 vs .25 before I could come to a conclusion.
 
anybody facing this issue when running rifts? bot stops moving after getting the below error. need to close DB and restart. only during rifts, not bounty. tried reinstalling fresh DB and updating DB/Trinity to latest but still the same issue.

Exception when terminating bot thread. System.NullReferenceException: Object reference not set to an instance of an object.
at QuestTools.MoveToMapMarker.RefreshActorInfo()
at QuestTools.MoveToMapMarker.<CreateBehavior>b__a(Ob ject ret)
at Zeta.TreeSharp.Action.RunAction(Object context)
at Zeta.TreeSharp.Action..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.DecoratorContinue..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.Sequence..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.PrioritySelector..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.Common.HookExecutor.Run(Object context)
at Zeta.TreeSharp.Action.RunAction(Object context)
at Zeta.TreeSharp.Action..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.PrioritySelector..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.PrioritySelector..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.Common.HookExecutor.Run(Object context)
at Zeta.TreeSharp.Action.RunAction(Object context)
at Zeta.TreeSharp.Action..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.PrioritySelector..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.Bot.BotMain.()

Introduced by .25

edit: do you see this when the bot just saw the exit but is not on the same layer of map? eg. Tower of the Damned level 2 exit

edit2: if so, I suspect it is a QuestTools problem. no evidence tho
 
Last edited:
system.exception: Element movetoactor is not supported. Please check your xml and try again. (<movetoactor questid="93697" stepid="1" actorid="161277" x="430" y="841" z="1" isportal="true" destinationworldid="103209" interactrange="20" />) line 24
at ..(propertyinfo , xelement , object )
at zeta.xmlengine.xmlengine.load(object obj, xelement element)
at ..(xelement , type )
at ...(xelement )
at system.linq.enumerable.whereselectenumerableiterat or`2.movenext()
at system.collections.generic.list`1..ctor(ienumerabl e`1 collection)
at system.linq.enumerable.tolist[tsource](ienumerable`1 source)
at ..(xelement , propertyinfo )
at ..(propertyinfo , xelement , object )
at zeta.xmlengine.xmlengine.load(object obj, xelement element)
at zeta.bot.profile.profile.load(xelement element, string path)
at zeta.bot.profile.profile.load(string path)
at zeta.bot.profilemanager.load(string profilepath, boolean rememberpath)

Still keep getting this constantly. Tried full fresh installs etc. No idea what to do.
 
Introduced by .25

edit: do you see this when the bot just saw the exit but is not on the same layer of map? eg. Tower of the Damned level 2 exit

I just want to add that when I think about it, yeah. I could see the entrance to the next level when DB started to spam this message. As on screenshot 4 in my post.
 
Last edited:
I just want to add that when I think about it, yeah. I could see the entrance when DB started to spam this message. As on screenshot 4 in my post.

Then that seems to be a QuestTools problem.

The explorer will quit once the exit marker is found. Then QT movetomapmarker starts to work. Normally it shall find a shortest/possible path to the marker but seems now it won't work and spams trash. That is the whole story.

edit: Similar problems will also be found when questing kill rakanorth (misspell), where the profile itself is mainly a movetoactor. Sometimes it just stucks at a random corridor of the map. I have no idea what happened to QT.
 
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