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Rift Bot - Yet Another Rifter!

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Not sure you can do anything about this, but might be worth mentioning anyway.

349181.webp

The bot stopped where I put the red circle on the map and no response from the bot. No stuck messages or anything. Had to Stop/Start the profile to make him continue as normal or move him myself to the exit.

Code:
MoveToMapMarker: IsDone: False, InteractAttempts: 5, MapMarkerNameHash: 1938876094, PathPrecision: 20, StraightLinePathing: False, InteractRange: 15, IsPortal: False, ActorId: 0, DestinationWorldId: 288685, PathPointLimit: 250, X: 0, Y: 0, Z: 0, MaxSearchDistance: 10, TimeoutSeconds: 600, Position: <0, 0, 0>, QuestId: 312429, StepId: 2,
 
I don't know. But at least we have something working great right? Be optimistic on devs and rrrix :)

Do you have rift profile that actually work? Can you tell me which versions of DB/Trinity that you are using? Along with version of profiles (although profile doesn't seem to be the problem ;p). I would be very appreciated :)
 
Flipflopping occured in the Pandemonium Fortress look alike rift with alle these portals.

Actually it is teleporting back and forth at one point

Local Player
Pos: x="2010.213" y="614.6329" z="0.100001" (new Vector3(2010.213f,614.6329f,0.100001f))
SceneId: 338171

World:

Worldid: 288685
Levelareaid: 333758
Name: X1_LR_Level_02

Questid: 312429
Stepid: 2

Box size: 11
Tolerance 0.3



[Rift Bot] Explore Pandemonium Fortress @ 11/0.3
[Trinity] TrinityExploreDungeon Started
[Trinity] Error while refreshing DiaObject ActorSNO: 328830 Name: C Type: Gizmo Distance: 258 GizmoType: Switch
[Trinity] System.NullReferenceException: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt.
bei Trinity.Trinity.RefreshGizmo(Boolean AddToCache)
bei Trinity.Trinity.RefreshStepMainObjectType(Boolean& AddToCache)
bei Trinity.Trinity.CacheDiaObject(DiaObject freshObject)
bei Trinity.Trinity.RefreshCacheMainLoop()
[Trinity] Error while refreshing DiaObject ActorSNO: 328830 Name: V Type: Gizmo Distance: 224 GizmoType: Switch
[Trinity] System.NullReferenceException: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt.
bei Trinity.Trinity.RefreshGizmo(Boolean AddToCache)
bei Trinity.Trinity.RefreshStepMainObjectType(Boolean& AddToCache)
bei Trinity.Trinity.CacheDiaObject(DiaObject freshObject)
bei Trinity.Trinity.RefreshCacheMainLoop()
[Trinity] Error while refreshing DiaObject ActorSNO: 328830 Name: Y Type: Gizmo Distance: 258 GizmoType: Switch
[Trinity] System.NullReferenceException: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt.
bei Trinity.Trinity.RefreshGizmo(Boolean AddToCache)
bei Trinity.Trinity.RefreshStepMainObjectType(Boolean& AddToCache)
bei Trinity.Trinity.CacheDiaObject(DiaObject freshObject)
bei Trinity.Trinity.RefreshCacheMainLoop()
[Trinity] Error while refreshing DiaObject ActorSNO: 328830 Name: d Type: Gizmo Distance: 224 GizmoType: Switch
[Trinity] System.NullReferenceException: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt.
bei Trinity.Trinity.RefreshGizmo(Boolean AddToCache)
bei Trinity.Trinity.RefreshStepMainObjectType(Boolean& AddToCache)
bei Trinity.Trinity.CacheDiaObject(DiaObject freshObject)
bei Trinity.Trinity.RefreshCacheMainLoop()
[Trinity] Error while refreshing DiaObject ActorSNO: 328830 Name: : Type: Gizmo Distance: 258 GizmoType: Switch
[Trinity] System.NullReferenceException: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt.
bei Trinity.Trinity.RefreshGizmo(Boolean AddToCache)
bei Trinity.Trinity.RefreshStepMainObjectType(Boolean& AddToCache)
bei Trinity.Trinity.CacheDiaObject(DiaObject freshObject)
bei Trinity.Trinity.RefreshCacheMainLoop()
[Trinity] Error while refreshing DiaObject ActorSNO: 328830 Name: @ Type: Gizmo Distance: 224 GizmoType: Switch
[Trinity] System.NullReferenceException: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt.
bei Trinity.Trinity.RefreshGizmo(Boolean AddToCache)
bei Trinity.Trinity.RefreshStepMainObjectType(Boolean& AddToCache)
bei Trinity.Trinity.CacheDiaObject(DiaObject freshObject)
bei Trinity.Trinity.RefreshCacheMainLoop()
[Trinity] Error while refreshing DiaObject ActorSNO: 328830 Name: K Type: Gizmo Distance: 224 GizmoType: Switch
[Trinity] System.NullReferenceException: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt.
bei Trinity.Trinity.RefreshGizmo(Boolean AddToCache)
bei Trinity.Trinity.RefreshStepMainObjectType(Boolean& AddToCache)
bei Trinity.Trinity.CacheDiaObject(DiaObject freshObject)
bei Trinity.Trinity.RefreshCacheMainLoop()
[Trinity] Error while refreshing DiaObject ActorSNO: 328830 Name: G Type: Gizmo Distance: 258 GizmoType: Switch
[Trinity] System.NullReferenceException: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt.
bei Trinity.Trinity.RefreshGizmo(Boolean AddToCache)
bei Trinity.Trinity.RefreshStepMainObjectType(Boolean& AddToCache)
bei Trinity.Trinity.CacheDiaObject(DiaObject freshObject)
bei Trinity.Trinity.RefreshCacheMainLoop()

Dump Objects:

[262335FC] Type: Player Name: Monk_Female-91 ActorSNO: 4717, Distance: 0
[26242F34] Type: ServerProp Name: MarkerLocation_Targetable-66007 ActorSNO: 295431, Distance: 9.587046
[2623BB30] GizmoType: Switch Name: x1_Fortress_Portal_Switch-65015 ActorSNO: 328830 Distance: 11.12999 Position: <2009.25, 611.25, -6.484985E-05> Barracade: False Radius: 12.64744
[262419B8] Type: ServerProp Name: MarkerLocation_Targetable-67778 ActorSNO: 295431, Distance: 29.09817
[26240888] Type: Environment Name: x1_Fortress_Ring_Hazard_Physics-65990 ActorSNO: 376487, Distance: 33.28144
[262360F4] Type: Monster Name: x1_Fortress_Ring_Hazard-65989 ActorSNO: 330629, Distance: 33.28144
[2624A338] Type: ServerProp Name: x1_Fortress_Ring_Hazard_wallPiece-68102 ActorSNO: 346519, Distance: 34.74764
[2623FBA4] Type: ServerProp Name: x1_Fortress_Ring_Hazard_wallPiece-68103 ActorSNO: 346519, Distance: 35.40013
[26242AE8] GizmoType: Chest Name: X1_Fortress_Chest-67775 ActorSNO: 338905 Distance: 35.57669 Position: <2037, 647.5, -0.3204803> Barracade: False Radius: 5.34361
[262462C4] Type: ServerProp Name: x1_Fortress_Ring_Hazard_wallPiece-68104 ActorSNO: 346519, Distance: 36.15162
[26246FA8] Type: ServerProp Name: x1_Fortress_Ring_Hazard_wallPiece-68105 ActorSNO: 346519, Distance: 36.99609
[2623FFF0] Type: ServerProp Name: x1_Fortress_Ring_Hazard_wallPiece-68098 ActorSNO: 346519, Distance: 37.04438
[2623AA00] Type: Item Name: GoldSmall-67763 ActorSNO: 4313
[2624C598] Type: ServerProp Name: x1_Fortress_Ring_Hazard_wallPiece-68099 ActorSNO: 346519, Distance: 37.98005
[26238BEC] Type: ServerProp Name: x1_Fortress_Ring_Hazard_wallPiece-68100 ActorSNO: 346519, Distance: 38.99593
[26243380] Type: Item Name: pants_norm_base_flippy-67765 ActorSNO: 4833
[26247C8C] Type: Item Name: GoldSmall-67762 ActorSNO: 4313
[2623F758] Type: ServerProp Name: x1_Fortress_Ring_Hazard_wallPiece-68101 ActorSNO: 346519, Distance: 40.08592
[2623698C] GizmoType: Chest Name: X1_Fortress_Chest-67776 ActorSNO: 338905 Distance: 40.15228 Position: <2048, 644.5, 0.2496796> Barracade: False Radius: 5.34361
[26237F08] Type: Item Name: x1_combatStaff_norm_base_flippy_02-67766 ActorSNO: 367192
[26236DD8] Type: Monster Name: Hireling_Templar-100 ActorSNO: 52693, Distance: 51.57355
[2623D944] GizmoType: Chest Name: X1_Fortress_Chest-67770 ActorSNO: 338905 Distance: 55.05043 Position: <2056, 577.5, 10.06432> Barracade: False Radius: 5.34361
[26240CD4] GizmoType: DestroyableObject Name: X1_Fortress_FloatRubble_F-65049 ActorSNO: 365739 Distance: 55.59134 Position: <2012.24, 562.7625, -10> Barracade: False Radius: 7.580994 Health0.00100000004749745/1
[2623F30C] GizmoType: DestroyableObject Name: X1_Fortress_FloatRubble_C-65816 ActorSNO: 365580 Distance: 55.9697 Position: <1981.385, 576.6223, -9.783974> Barracade: False Radius: 6.114704 Health0.00100000004749745/1
[26245194] Type: Item Name: Helm_norm_base_flippy-67764 ActorSNO: 4463
[2623B298] Type: ServerProp Name: MarkerLocation_Targetable-65930 ActorSNO: 295431, Distance: 60.29357
[26249208] GizmoType: Chest Name: x1_Fortress_Ground_Clicky-67769 ActorSNO: 289859 Distance: 68.8673 Position: <2086.784, 622.9839, 9.716125> Barracade: False Radius: 7.022118
[2623B6E4] GizmoType: Switch Name: x1_Fortress_Portal_Switch-65014 ActorSNO: 328830 Distance: 68.94448 Position: <1960, 582.5, -9.922852> Barracade: False Radius: 12.64744
[2624E3AC] Type: ServerProp Name: MarkerLocation_Targetable-65730 ActorSNO: 295431, Distance: 86.2389
[262473F4] GizmoType: DestroyableObject Name: X1_Fortress_FloatRubble_F-65734 ActorSNO: 365739 Distance: 90.76291 Position: <1947.223, 562.1665, -10.14042> Barracade: False Radius: 7.580994 Health0.00100000004749745/1
[2623E628] GizmoType: Chest Name: x1_Fortress_Ground_Clicky-65733 ActorSNO: 289859 Distance: 97.10302 Position: <1967.14, 535.4409, -10.28381> Barracade: False Radius: 7.022118
[2623BF7C] GizmoType: BreakableChest Name: x1_Fortress_Barrel-65740 ActorSNO: 289853 Distance: 108.9464 Position: <1957.5, 527.5, -9.999998> Barracade: False Radius: 8.025936 Health0.00100000004749745/1
[2624ABD0] GizmoType: DestroyableObject Name: X1_Fortress_FloatRubble_B-65741 ActorSNO: 365562 Distance: 108.984 Position: <1952.895, 530.8245, -10.28379> Barracade: False Radius: 4.689816 Health0.00100000004749745/1
[2624269C] GizmoType: BreakableChest Name: x1_Fortress_Barrel-65742 ActorSNO: 289853 Distance: 112.6702 Position: <1957.5, 523, -9.999998> Barracade: False Radius: 8.025936 Health0.00100000004749745/1
[2624C9E4] GizmoType: DestroyableObject Name: X1_Fortress_FloatRubble_F-65735 ActorSNO: 365739 Distance: 115.4702 Position: <1993.835, 504.729, -10.28379> Barracade: False Radius: 7.580994 Health0.00100000004749745/1
[2624F4DC] GizmoType: DestroyableObject Name: X1_Fortress_FloatRubble_F-65743 ActorSNO: 365739 Distance: 123.2498 Position: <1944.042, 519.5386, -10.12144> Barracade: False Radius: 7.580994 Health0.00100000004749745/1
[2623A5B4] GizmoType: DestroyableObject Name: X1_Fortress_FloatRubble_D-67767 ActorSNO: 365602 Distance: 127.6577 Position: <2031.963, 489.9705, 0.1278191> Barracade: False Radius: 5.68486 Health0.00100000004749745/1
[26245A2C] GizmoType: DestroyableObject Name: X1_Fortress_FloatRubble_D-65746 ActorSNO: 365602 Distance: 127.862 Position: <1953.803, 507.3152, -9.716602> Barracade: False Radius: 5.68486 Health0.00100000004749745/1
[26248524] GizmoType: DestroyableObject Name: X1_Fortress_FloatRubble_F-67809 ActorSNO: 365739 Distance: 129.7704 Position: <2062.613, 494.8, -0.2378368> Barracade: False Radius: 7.580994 Health0.00100000004749745/1
[26249EEC] GizmoType: Switch Name: x1_Fortress_Portal_Switch-67774 ActorSNO: 328830 Distance: 185.892 Position: <2012.5, 802.5, 9.84021> Barracade: False Radius: 12.64744
[26245E78] GizmoType: Switch Name: x1_Fortress_Portal_Switch-67777 ActorSNO: 328830 Distance: 210.8813 Position: <2065, 822.5, 9.716248> Barracade: False Radius: 12.64744
 
Not sure you can do anything about this, but might be worth mentioning anyway.

View attachment 126131

The bot stopped where I put the red circle on the map and no response from the bot. No stuck messages or anything. Had to Stop/Start the profile to make him continue as normal or move him myself to the exit.

Code:
MoveToMapMarker: IsDone: False, InteractAttempts: 5, MapMarkerNameHash: 1938876094, PathPrecision: 20, StraightLinePathing: False, InteractRange: 15, IsPortal: False, ActorId: 0, DestinationWorldId: 288685, PathPointLimit: 250, X: 0, Y: 0, Z: 0, MaxSearchDistance: 10, TimeoutSeconds: 600, Position: <0, 0, 0>, QuestId: 312429, StepId: 2,

Cool screenshot. I see the problem. Will check on that.
 
Do you have rift profile that actually work? Can you tell me which versions of DB/Trinity that you are using? Along with version of profiles (although profile doesn't seem to be the problem ;p). I would be very appreciated :)

read first post
 
Flipflopping occured in the Pandemonium Fortress look alike rift with alle these portals.

Actually it is teleporting back and forth at one point

Local Player
Pos: x="2010.213" y="614.6329" z="0.100001" (new Vector3(2010.213f,614.6329f,0.100001f))
SceneId: 338171

World:

Worldid: 288685
Levelareaid: 333758
Name: X1_LR_Level_02

Questid: 312429
Stepid: 2

Box size: 11
Tolerance 0.3





Dump Objects:

Flipflops involving death portal is more complicated. Even with .25 there are still a bunch problems DB/Trinity handles death portal. Maybe only sit down and wait. I personally hate Pandemonium in Rifts.
 
I am out of keystone... Will bot a4 tonight (now 21:12) and optimize maps tmr. Keep posting!:)
 
DB seems show lots of errors after long time running. It has better add the reloader for itself after long time running.
 
This happens in a loop:

Loaded profile Rift Bot Optimized Explore
ToggleTargeting, new values: Looting:True LootRadius:100 Combat:True KillRadius:80
[Rift Bot] Explore Random Map @ 20/0.01
[Trinity] TrinityExploreDungeon Started
[Trinity] Rift portal exit marker within range!
[Trinity] Rift is done. Tag Finished.

Means it just stays at the entrace to level 2 while on level 3 already

Worldid: 288687
Levelareaid: 347562
Name: X1_LR_Level_03
Sceneid: 338171
Questid: 312429
Stepid: 2
 
This happens in a loop:



Means it just stays at the entrace to level 2 while on level 3 already

Worldid: 288687
Levelareaid: 347562
Name: X1_LR_Level_03
Sceneid: 338171
Questid: 312429
Stepid: 2

use qt .45 and try
 
Im not very keen on installing that SVN-thingy, will this work if i run the "common" in DB with fresh install / stock settings? I do have gold-in.act

EDIT: umm... Seems like it doesnt. Can someone tell post the pack zipped and tell me what file to LOAD in DB to make it run?
 
Last edited:
Im not very keen on installing that SVN-thingy, will this work if i run the "common" in DB with fresh install / stock settings? I do have gold-in.act

EDIT: umm... Seems like it doesnt. Can someone tell post the pack zipped and tell me what file to LOAD in DB to make it run?

RapidSVN
 
Tried first post setting with excitement, but it leaves game after talking to tyrael...

* nvm, didn't update profile.I'm Such a noob :(
 
Last edited:

None of them do what I suggested.

Look:

====>Rift Bot CommonCreate games and do rifts. Leave rift once boss is killed. Will not explore the current level if town stone found unless it is the first level.


====>Rift Bot Explore
Create games and do rifts. Leave rift once boss is killed. Will explore the current level if town stone found. Set gold inactivity timer!


====>Rift Bot Full
Create games and do rifts. Leave rift once town stone found no matter boss killed or not!


====>Rift Bot Common/Explore/Full with Bounties
Create games and do A4 bounties then rifts. Credits to sychotix and his wonderful team!

rift bot common & explore - no, we don't want to leave when the boss is dead, BECAUSE if we do that, we're not making full use of the rift fragments (50% of the mobs might still be alive)
rift bot full - leave when townstone is found - no, we don't want to leave then, this leads to the bot leaving the games with the progress bar on 98%, which just means wasting the fragments.

What I am suggesting is:

- make the game, enter the portal, FULLY clear level 1, move to level 2
- FULL clear of level 2, move to level 3 (if it exists)
- FULL clear of level 3, move to level 4 (if it exists)
- ...
- When no further levels are found (after FULLY exploring the maps), leave.

Does this make sense?

Also, there's a different problem here. Once a rift is done, the bot talks to Orek and remains there while the countdown begins (28 seconds until the rift closes). When the countdown is complete, the bot still stands there with the Orek dialogue open and spams in DB RINSE AND REPEAT, RINSE AND REPEAT, but isn't doing anything.

Suggestions?
 
@DyingHymn

Have you tried experimenting with pathPrecision values in collaboration with boxSize and boxTolerance?

I think it directly translates to yards. Not 100% sure though.
 
Last edited:
None of them do what I suggested.

Look:



rift bot common & explore - no, we don't want to leave when the boss is dead, BECAUSE if we do that, we're not making full use of the rift fragments (50% of the mobs might still be alive)
rift bot full - leave when townstone is found - no, we don't want to leave then, this leads to the bot leaving the games with the progress bar on 98%, which just means wasting the fragments.

What I am suggesting is:

- make the game, enter the portal, FULLY clear level 1, move to level 2
- FULL clear of level 2, move to level 3 (if it exists)
- FULL clear of level 3, move to level 4 (if it exists)
- ...
- When no further levels are found (after FULLY exploring the maps), leave.

Does this make sense?

Also, there's a different problem here. Once a rift is done, the bot talks to Orek and remains there while the countdown begins (28 seconds until the rift closes). When the countdown is complete, the bot still stands there with the Orek dialogue open and spams in DB RINSE AND REPEAT, RINSE AND REPEAT, but isn't doing anything.

Suggestions?

You are far behind the current rev.

Your suggestions cannot be implemented due to the limitations of xmltag. See TrinityExploreDungeon.
 
@DyingHymn

Have you tried experimenting with pathPrecision values in collaboration with boxSize and boxTolerance?

I think it directly translates to yards. Not 100% sure though.

I will immediately look into that. I never know precision works with TED.
 
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