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Rift Bot - Yet Another Rifter!

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Endless loop in a rift set to full. Trin .26, beta .394, qt .50, riftbot 0.0.8:


And so on. Since it reloads the profile over and over the inactivity timer isn't tripping.

I am getting lots of issues as well with profile reloads or red spam. I went back to Non Beta DB, .24 trinity, .45 quest tools and riftbot plugin .8.... Works like a charm.
 
Bot refused to move here. The grid tolerance is probably too low.

[Rift Bot] Explore Plague Tunnel @ 15/30/0.3

Wasn't at my computer so I couldn't test the proper settings.
 
Can you check on the position of the entrance? Walk near the entrance and click dump object then found the one with name "xxx_portal_xxxx"

Here you go:

[271211B0] Type: Player Name: Barbarian, Distance: 0
[2714086C] Type: Monster Name: Generic_*****-99666 ActorSNO: 4176, Distance: 0.0001258272
[2713F2F0] Type: Monster Name: � ActorSNO: 4176, Distance: 0.0001258272
[2713A598] Type: Monster Name: Generic_*****-99669 ActorSNO: 4176, Distance: 0.0001258272
[27149A84] Type: Monster Name: Generic_*****-99670 ActorSNO: 4176, Distance: 0.0001258272
[271455C4] Type: Monster Name: � ActorSNO: 4176, Distance: 0.0001258272
[2712A3C8] Type: Monster Name: Generic_*****-99667 ActorSNO: 4176, Distance: 0.0001258272
[27150E88] Type: Monster Name: Generic_*****-99668 ActorSNO: 4176, Distance: 0.0001258272
[2712F120] Type: Monster Name: Generic_*****-99664 ActorSNO: 4176, Distance: 0.0001258272
[27138784] GizmoType: PortalDestination Name: Start_Location_0-99434 ActorSNO: 5502 Distance: 1.227345 Position: <309.9799, 1317.675, 0> Barracade: False Radius: 6.631498
[27124DD8] Type: Monster Name: Hireling_Templar-142 ActorSNO: 52693, Distance: 4.396589
[27152850] GizmoType: Portal Name: g_Portal_Arch_Blue-99429 ActorSNO: 176000 Distance: 6.605166 Position: <303.0258, 1320.288, 1.596355> Barracade: False Radius: 20.18645
[27129B30] GizmoType: Checkpoint Name: Checkpoint-99428 ActorSNO: 3795 Distance: 7.05732 Position: <316.2838, 1319.202, 0> Barracade: False Radius: 17.49286
[2713CC44] GizmoType: DestroyableObject Name: Bucket_A_Fields_trOut-99460 ActorSNO: 58836 Distance: 45.84923 Position: <312.8375, 1272.948, -0.2051487> Barracade: False Radius: 3.905125 Health0.00100000004749745/1
[2712D30C] GizmoType: DestroyableObject Name: a3dun_Keep_Bed_A_Breakable-99459 ActorSNO: 54926 Distance: 48.66093 Position: <310, 1270, -7.629395E-06> Barracade: False Radius: 9.19054 Health0.00100000004749745/1
[271278D0] GizmoType: DestroyableObject Name: trOut_Leoric_BarrelTable-99450 ActorSNO: 6140 Distance: 56.1915 Position: <332.5, 1267.5, 0> Barracade: False Radius: 7.022858 Health0.00100000004749745/1
[27134710] Type: Environment Name: a1dun_Leor_Pile_MetalScraps_A-99221 ActorSNO: 112242, Distance: 139.4326
[271437B0] Type: Environment Name: a1dun_Leor_Pile_MetalScraps_A-99448 ActorSNO: 112242, Distance: 261.8794
[27154218] Type: Environment Name: Dungeon_Stone_Invis-95659 ActorSNO: 179951, Distance: 924.836
[271317CC] Type: Environment Name: Dungeon_Stone_Invis-96713 ActorSNO: 179951, Distance: 924.836
[27134B5C] Type: Environment Name: Dungeon_Stone_Invis-95232 ActorSNO: 179951, Distance: 924.836
[2713D928] Type: Environment Name: Dungeon_Stone_Invis-97269 ActorSNO: 179951, Distance: 924.836
[2712C628] Type: Environment Name: Dungeon_Stone_Invis-97294 ActorSNO: 179951, Distance: 924.836
[27130250] Type: Environment Name: Dungeon_Stone_Invis-95767 ActorSNO: 179951, Distance: 924.836
[27130F34] Type: Environment Name: Dungeon_Stone_Invis-95518 ActorSNO: 179951, Distance: 924.836
 
I am getting lots of issues as well with profile reloads or red spam. I went back to Non Beta DB, .24 trinity, .45 quest tools and riftbot plugin .8.... Works like a charm.

Yea man, I kept the package Oksehode put together earlier this week will full, .24 etc and yup, works great. Must be .26 that's the issue then
 
act 1 is running pretty much afk for me... I farmed 10 caches and got my ring.. horrible roll so I am running it all night again. trinity .26 is the bomb so far
 
act 1 is running pretty much afk for me... I farmed 10 caches and got my ring.. horrible roll so I am running it all night again. trinity .26 is the bomb so far

Wrong thread. I am assuming you are talking about Bounties -- this is Rift Bot
 
Exception when terminating bot thread. System.ArgumentException: The path is not of a legal form.
at System.IO.Path.NormalizePath(String path, Boolean fullCheck, Int32 maxPathLength, Boolean expandShortPaths)
at System.IO.Path.GetDirectoryName(String path)
at Zeta.Bot.Profile.Common.LoadProfileTag.get_ProfileDirectory()
at Zeta.Bot.Profile.Common.LoadProfileTag.(Object )
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.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.()
 
Use Trinity.26 * QuestTool.50 * RIFT latest * DB Beta latest
But still occasionally throw exception like this:

Code:
System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.Exception: 仅完成部分的 ReadProcessMemory 或 WriteProcessMemory 请求。, at addr: 00000198, Size: 12
   at GreyMagic.ExternalProcessMemory.ReadByteBuffer(IntPtr addr, Void* buffer, Int32 count)
   at GreyMagic.MemoryBase.Read[T](IntPtr addr)
   at Zeta.Game.Internals.Actors.DiaObject.get_Position()
   at Zeta.Bot.InactivityDetector.(Object , EventArgs )
   --- End of inner exception stack trace ---
   at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)
   at System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments)
   at System.Delegate.DynamicInvokeImpl(Object[] args)
   at System.Delegate.DynamicInvoke(Object[] args)
   at Zeta.Bot.Pulsator.(Delegate , Object[] )
[Trinity] No longer in game world
[Trinity][Behavior] System.Exception: 仅完成部分的 ReadProcessMemory 或 WriteProcessMemory 请求。, at addr: 000000E0, Size: 4
   at GreyMagic.ExternalProcessMemory.ReadByteBuffer(IntPtr addr, Void* buffer, Int32 count)
   at GreyMagic.MemoryBase.Read[T](IntPtr addr)
   at Zeta.Game.Internals.Actors.DiaObject.get_SceneId()
   at Zeta.Game.Internals.Actors.DiaObject.get_CurrentScene()
   at Zeta.Game.ZetaDia.get_CurrentLevelAreaId()
   at Zeta.Game.ZetaDia.get_IsInTown()
   at Trinity.TownRun.TownRunTimerFinished()
   at Trinity.Trinity.GetTreeSharpRunStatus(HandlerRunStatus rs)
   at Trinity.Trinity.HandleTarget(Object ret)
Exception when terminating bot thread. System.Exception: 仅完成部分的 ReadProcessMemory 或 WriteProcessMemory 请求。, at addr: 000000E0, Size: 4
   at GreyMagic.ExternalProcessMemory.ReadByteBuffer(IntPtr addr, Void* buffer, Int32 count)
   at GreyMagic.MemoryBase.Read[T](IntPtr addr)
   at Zeta.Game.Internals.Actors.DiaObject.get_SceneId()
   at Zeta.Game.Internals.Actors.DiaObject.get_CurrentScene()
   at Zeta.Game.ZetaDia.get_CurrentLevelAreaId()
   at Zeta.Game.ZetaDia.get_IsInTown()
   at Trinity.TownRun.TownRunTimerFinished()
   at Trinity.Trinity.GetTreeSharpRunStatus(HandlerRunStatus rs)
   at Trinity.Trinity.HandleTarget(Object ret)
   at Trinity.Trinity.<HandleTargetAction>b__61(Object ctx)
   at Zeta.TreeSharp.Action.RunAction(Object context)
   at Zeta.TreeSharp.Action..()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.TreeSharp.Decorator..()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.TreeSharp.PrioritySelector..()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.TreeSharp.Decorator..()
   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.()
 
Loaded profile Kill Rakanoth
Using Waypoint. Number:41
[Trinity] Unable to navigate to target! Blacklisting x1_Global_Chest_CursedChest_B SNO=365097 RAGuid=431685702 dist=32 canFullyPath=False
[Trinity] Unable to navigate to target! Blacklisting x1_Global_Chest_CursedChest_B SNO=365097 RAGuid=431685702 dist=26 canFullyPath=False
[Trinity] Your bot got stuck! Trying to unstuck (attempt #1 of 10 attempts) Act="OpenWorld" questId="312429" stepId="2" worldId="109513"
[Trinity] Your bot got stuck! Trying to unstuck (attempt #2 of 10 attempts) Act="OpenWorld" questId="312429" stepId="2" worldId="109513"
[Trinity] Your bot got stuck! Trying to unstuck (attempt #3 of 10 attempts) Act="OpenWorld" questId="312429" stepId="2" worldId="109513"
[Trinity] Your bot got stuck! Trying to unstuck (attempt #4 of 10 attempts) Act="OpenWorld" questId="312429" stepId="2" worldId="109513"
[Trinity] Your bot got stuck! Trying to unstuck (attempt #5 of 10 attempts) Act="OpenWorld" questId="312429" stepId="2" worldId="109513"
[Trinity] Your bot got stuck! Trying to unstuck (attempt #6 of 10 attempts) Act="OpenWorld" questId="312429" stepId="2" worldId="109513"
 
Yesterday, before update i have 800k gold, 110kk exp and 2-3 legs/hour, today after all update (trinity,profile) 500k gold, 60kk exp and 1 legs/hour... It's normal?
P.S. need to do backup for good versions.... :(
 
Yesterday, before update i have 800k gold, 110kk exp and 2-3 legs/hour, today after all update (trinity,profile) 500k gold, 60kk exp and 1 legs/hour... It's normal?
P.S. need to do backup for good versions.... :(

You can have good runs and bad runs if you get Warden several times in a row your GPH/XP etc will go down because right now the bot can not do that map efficiently at all.

@Dying changed the Westmarch settings box's were way to big for a map category that has narrow paths all over the place run 6 of em so far no more stuck and Jo-Jo.

[Rift Bot] Explore Westmarch Commons @ 9/30/0.2

[Rift Bot] Explore Pandemonium Fortress @ 9/15/0.45
Now tested 15 times no stuck or Jo-Jo takes portals fine. The reduced combat rad seems to help as well when he is trying to be dumb fighting across..:)

First 2 data samples for warden short version
Code:
Short (normal)#1 Level 2
Marker Hash: 1938876093, Distance: 9.894087, Position: <303.0258, 600.2885, 1.596355>, Closest Portal Loc: <303.0258, 600.2885, 1.596355> [g_Portal_Arch_Blue-37860]
Marker Hash: 1938876093, Distance: 62.01604, Position: <374.6516, 594.7214, 23.79706>, Closest Portal Loc: <0, 0, 0>
[2CA33364] GizmoType: PortalDestination Name: Start_Location_0-37863 ActorSNO: 5502 Distance: 2.876538 Position: <309.9799, 597.6746, 0> Barracade: False Radius: 6.631498
[2CA26524] GizmoType: Checkpoint Name: Checkpoint-37858 ActorSNO: 3795 Distance: 3.616218 Position: <316.2838, 599.2021, 0> Barracade: False Radius: 17.49286
[2CA2B6C8] GizmoType: Portal Name: g_Portal_Arch_Blue-62331 ActorSNO: 176000 Distance: 12.08020 Position: <303.0258, 600.2885, 1.596355> Barracade: False Radius: 20.18645

Short (normal)#2 Level 3
Marker Hash: 1938876094, Distance: 12.45136, Position: <303.0258, 600.2885, 1.596355>, Closest Portal Loc: <303.0258, 600.2885, 1.596355> [g_Portal_Arch_Blue-62331]
Marker Hash: 1938876094, Distance: 12.45136, Position: <303.0258, 600.2885, 1.596355>, Closest Portal Loc: <303.0258, 600.2885, 1.596355> [g_Portal_Arch_Blue-62331]
[2CA49808] GizmoType: PortalDestination Name: Start_Location_0-62341 ActorSNO: 5502 Distance: 6.278678 Position: <309.9799, 597.6746, 0> Barracade: False Radius: 6.631498
[2CA1C1DC] GizmoType: Checkpoint Name: Checkpoint-62337 ActorSNO: 3795 Distance: 1.725274 Position: <316.2838, 599.2021, 0> Barracade: False Radius: 17.49286
[2CA2B6C8] GizmoType: Portal Name: g_Portal_Arch_Blue-62331 ActorSNO: 176000 Distance: 12.54095 Position: <303.0258, 600.2885, 1.596355> Barracade: False Radius: 20.18645

Short (super short)#3 Level 1
Marker Hash: 1877684886, Distance: 6.641794, Position: <543.0258, 840.2885, 1.596355>, Closest Portal Loc: <543.0258, 840.2885, 1.596355> [g_Portal_Arch_Blue-110351]
Marker Hash: 1877684886, Distance: 6.641794, Position: <543.0258, 840.2885, 1.596355>, Closest Portal Loc: <543.0258, 840.2885, 1.596355> [g_Portal_Arch_Blue-110351]
[2CA1FE04] GizmoType: PortalDestination Name: Start_Location_0-110358 ActorSNO: 5502 Distance: 2.162613 Position: <549.9799, 837.6746, 0> Barracade: False Radius: 6.631498
[2CA28BD0] GizmoType: Checkpoint Name: Checkpoint-110356 ActorSNO: 3795 Distance: 6.661992 Position: <556.2838, 839.2021, 0> Barracade: False Radius: 17.49286
[2CA1F120] GizmoType: Portal Name: g_Portal_Arch_Blue-110351 ActorSNO: 176000 Distance: 6.808267 Position: <543.0258, 840.2885, 1.596355> Barracade: False Radius: 20.18645

They match.. gonna collect more:) It seems like there are not just 2 versions but 4!! 2 big one (large and super retard large) and 2 small ones one super short and one short..
 
Last edited:
Had an odd issue with Stonefort...I got all the way nearly to the end (the exit was visible on screen) before for some reason the bot back tracked all the way back to the midpoint of the level and got stuck.
 
Here you go:

[271211B0] Type: Player Name: Barbarian, Distance: 0
[2714086C] Type: Monster Name: Generic_*****-99666 ActorSNO: 4176, Distance: 0.0001258272
[2713F2F0] Type: Monster Name: � ActorSNO: 4176, Distance: 0.0001258272
[2713A598] Type: Monster Name: Generic_*****-99669 ActorSNO: 4176, Distance: 0.0001258272
[27149A84] Type: Monster Name: Generic_*****-99670 ActorSNO: 4176, Distance: 0.0001258272
[271455C4] Type: Monster Name: � ActorSNO: 4176, Distance: 0.0001258272
[2712A3C8] Type: Monster Name: Generic_*****-99667 ActorSNO: 4176, Distance: 0.0001258272
[27150E88] Type: Monster Name: Generic_*****-99668 ActorSNO: 4176, Distance: 0.0001258272
[2712F120] Type: Monster Name: Generic_*****-99664 ActorSNO: 4176, Distance: 0.0001258272
[27138784] GizmoType: PortalDestination Name: Start_Location_0-99434 ActorSNO: 5502 Distance: 1.227345 Position: <309.9799, 1317.675, 0> Barracade: False Radius: 6.631498
[27124DD8] Type: Monster Name: Hireling_Templar-142 ActorSNO: 52693, Distance: 4.396589
[27152850] GizmoType: Portal Name: g_Portal_Arch_Blue-99429 ActorSNO: 176000 Distance: 6.605166 Position: <303.0258, 1320.288, 1.596355> Barracade: False Radius: 20.18645
[27129B30] GizmoType: Checkpoint Name: Checkpoint-99428 ActorSNO: 3795 Distance: 7.05732 Position: <316.2838, 1319.202, 0> Barracade: False Radius: 17.49286
[2713CC44] GizmoType: DestroyableObject Name: Bucket_A_Fields_trOut-99460 ActorSNO: 58836 Distance: 45.84923 Position: <312.8375, 1272.948, -0.2051487> Barracade: False Radius: 3.905125 Health0.00100000004749745/1
[2712D30C] GizmoType: DestroyableObject Name: a3dun_Keep_Bed_A_Breakable-99459 ActorSNO: 54926 Distance: 48.66093 Position: <310, 1270, -7.629395E-06> Barracade: False Radius: 9.19054 Health0.00100000004749745/1
[271278D0] GizmoType: DestroyableObject Name: trOut_Leoric_BarrelTable-99450 ActorSNO: 6140 Distance: 56.1915 Position: <332.5, 1267.5, 0> Barracade: False Radius: 7.022858 Health0.00100000004749745/1
[27134710] Type: Environment Name: a1dun_Leor_Pile_MetalScraps_A-99221 ActorSNO: 112242, Distance: 139.4326
[271437B0] Type: Environment Name: a1dun_Leor_Pile_MetalScraps_A-99448 ActorSNO: 112242, Distance: 261.8794
[27154218] Type: Environment Name: Dungeon_Stone_Invis-95659 ActorSNO: 179951, Distance: 924.836
[271317CC] Type: Environment Name: Dungeon_Stone_Invis-96713 ActorSNO: 179951, Distance: 924.836
[27134B5C] Type: Environment Name: Dungeon_Stone_Invis-95232 ActorSNO: 179951, Distance: 924.836
[2713D928] Type: Environment Name: Dungeon_Stone_Invis-97269 ActorSNO: 179951, Distance: 924.836
[2712C628] Type: Environment Name: Dungeon_Stone_Invis-97294 ActorSNO: 179951, Distance: 924.836
[27130250] Type: Environment Name: Dungeon_Stone_Invis-95767 ActorSNO: 179951, Distance: 924.836
[27130F34] Type: Environment Name: Dungeon_Stone_Invis-95518 ActorSNO: 179951, Distance: 924.836

Thanks, and I suppose this is the big one right?
 
You can have good runs and bad runs if you get Warden several times in a row your GPH/XP etc will go down because right now the bot can not do that map efficiently at all.

@Dying changed the Westmarch settings box's were way to big for a map category that has narrow paths all over the place run 6 of em so far no more stuck and Jo-Jo.

[Rift Bot] Explore Westmarch Commons @ 9/30/0.2

[Rift Bot] Explore Pandemonium Fortress @ 9/15/0.45
Now tested 15 times no stuck or Jo-Jo takes portals fine. The reduced combat rad seems to help as well when he is trying to be dumb fighting across..:)

First 2 data samples for warden short version
Code:
Short (normal)#1 Level 2
Marker Hash: 1938876093, Distance: 9.894087, Position: <303.0258, 600.2885, 1.596355>, Closest Portal Loc: <303.0258, 600.2885, 1.596355> [g_Portal_Arch_Blue-37860]
Marker Hash: 1938876093, Distance: 62.01604, Position: <374.6516, 594.7214, 23.79706>, Closest Portal Loc: <0, 0, 0>
[2CA33364] GizmoType: PortalDestination Name: Start_Location_0-37863 ActorSNO: 5502 Distance: 2.876538 Position: <309.9799, 597.6746, 0> Barracade: False Radius: 6.631498
[2CA26524] GizmoType: Checkpoint Name: Checkpoint-37858 ActorSNO: 3795 Distance: 3.616218 Position: <316.2838, 599.2021, 0> Barracade: False Radius: 17.49286
[2CA2B6C8] GizmoType: Portal Name: g_Portal_Arch_Blue-62331 ActorSNO: 176000 Distance: 12.08020 Position: <303.0258, 600.2885, 1.596355> Barracade: False Radius: 20.18645

Short (normal)#2 Level 3
Marker Hash: 1938876094, Distance: 12.45136, Position: <303.0258, 600.2885, 1.596355>, Closest Portal Loc: <303.0258, 600.2885, 1.596355> [g_Portal_Arch_Blue-62331]
Marker Hash: 1938876094, Distance: 12.45136, Position: <303.0258, 600.2885, 1.596355>, Closest Portal Loc: <303.0258, 600.2885, 1.596355> [g_Portal_Arch_Blue-62331]
[2CA49808] GizmoType: PortalDestination Name: Start_Location_0-62341 ActorSNO: 5502 Distance: 6.278678 Position: <309.9799, 597.6746, 0> Barracade: False Radius: 6.631498
[2CA1C1DC] GizmoType: Checkpoint Name: Checkpoint-62337 ActorSNO: 3795 Distance: 1.725274 Position: <316.2838, 599.2021, 0> Barracade: False Radius: 17.49286
[2CA2B6C8] GizmoType: Portal Name: g_Portal_Arch_Blue-62331 ActorSNO: 176000 Distance: 12.54095 Position: <303.0258, 600.2885, 1.596355> Barracade: False Radius: 20.18645

Short (super short)#3 Level 1
Marker Hash: 1877684886, Distance: 6.641794, Position: <543.0258, 840.2885, 1.596355>, Closest Portal Loc: <543.0258, 840.2885, 1.596355> [g_Portal_Arch_Blue-110351]
Marker Hash: 1877684886, Distance: 6.641794, Position: <543.0258, 840.2885, 1.596355>, Closest Portal Loc: <543.0258, 840.2885, 1.596355> [g_Portal_Arch_Blue-110351]
[2CA1FE04] GizmoType: PortalDestination Name: Start_Location_0-110358 ActorSNO: 5502 Distance: 2.162613 Position: <549.9799, 837.6746, 0> Barracade: False Radius: 6.631498
[2CA28BD0] GizmoType: Checkpoint Name: Checkpoint-110356 ActorSNO: 3795 Distance: 6.661992 Position: <556.2838, 839.2021, 0> Barracade: False Radius: 17.49286
[2CA1F120] GizmoType: Portal Name: g_Portal_Arch_Blue-110351 ActorSNO: 176000 Distance: 6.808267 Position: <543.0258, 840.2885, 1.596355> Barracade: False Radius: 20.18645

They match.. gonna collect more:) It seems like there are not just 2 versions but 4!! 2 big one (large and super retard large) and 2 small ones one super short and one short..

Glad that Pandemonium works better. Will change Westmarch Commons.

As to the prison, it seems that the large and the small ones share the same entrance portal xyz-position. Tho we can still use the exit as a method for detection. So now here is the TODOs

Find the exact xyz-position of the exit portal of small prison map.
Use this as a method to decide versions, make a path around the prison.

This is on the top of my TODO list. But also, please help me on it!
 
Glad that Pandemonium works better. Will change Westmarch Commons.

As to the prison, it seems that the large and the small ones share the same entrance portal xyz-position. Tho we can still use the exit as a method for detection. So now here is the TODOs

Find the exact xyz-position of the exit portal of small prison map.
Use this as a method to decide versions, make a path around the prison.

This is on the top of my TODO list. But also, please help me on it!

SVN of Pandemonium is still at [Rift Bot] Explore Pandemonium Fortress @ 11/15/0.3 which causes it to stuck every now and then update to 9/15/0.45 please:)

As for the coordinates yeah will help you with it. That map is such a pain~_~
 
ok, I just checked the prison in Campaign mode and found the position of the entrance different from it in the rift. So I have to wait for a random rift prison map to test it out.
 
now it's 9/15/0.3. I am afraid that 0.45 is really dangerous of missing the exit. But if .45 is confirmed to be fine with all cases, I am glad to change it
 
now it's 9/15/0.3. I am afraid that 0.45 is really dangerous of missing the exit. But if .45 is confirmed to be fine with all cases, I am glad to change it

Has not missed a single exit yet if you don't go as high as .45 he'll try to explore a lot of stuff twice increasing it from .3 to .45 reduced the run-time by about ~30%. Its doing Pandemonium really quick now compared to before:)

Code:
<ToggleTargeting questId="312429" stepId="2" combat="True" looting="True" lootRadius="100" killRadius="80"/>
<-wait timer->
<While condition="not ActorExistsAt(135248, ZetaDia.Me.Position.X, ZetaDia.Me.Position.Y, ZetaDia.Me.Position.Z, 100)">
Also adding a small wait timer here seems to help with the memory errors I have yet to see em again. The memory leak it wont solve though that seems to come from moveto when he is trying to move to an exit but fails to generate a path.
People also should make sure they have QuestTools configured right.. ( only check Allow profile restarts ) enabling anything else besides debugging seems to also cause issues (read text..:P )
 
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Fine, updated.

edit: the waittimer before exploration is in the Common.xml, right before load CommonExplore. But it seems not very effective in solving memory leakage problem. Anyway it does not make any differences on the bot's behavior. I will add the memory leakage to the FAQ.
 
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