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Rift Bot - Yet Another Rifting Profile!

I've used the ezupdater. But now I'am using the same configuration as in description, thx. QuestTools 2.0.74.
 
I've used the ezupdater. But now I'am using the same configuration as in description, thx. QuestTools 2.0.74.

The backtracking should be almost gone with Quest Tools 2.0.74. Let me know how it works for you.
 
i noticed sometime my bot just stay in front of the portal to go to the next level of rift. i have to move it manual for it to go into the portal. any fix for this? thanks. I am using the lastest DH version qusettools 2.0.74 and trinity 1.9.8 with your newest profile :)
 
i noticed sometime my bot just stay in front of the portal to go to the next level of rift. i have to move it manual for it to go into the portal. any fix for this? thanks. I am using the lastest DH version qusettools 2.0.74 and trinity 1.9.8 with your newest profile :)

Does it happen randomly or is it occuring on Zoltun Archives and tower maps? I've only seen it happen twice for me in the last 7 days.
 
i think it happened randomly. dont remember where it was. I only saw it happened once today. the other time i wasn't there to see it so it probably log out and created another rift. not a big deal but just thought I'll ask. Awesome job btw! i love the profile.
 
btw, what is the different between profile 272 and profile 273? or that a typo? just notice that the compilation have 272 ad the profile only have 273 on it
 
i think it happened randomly. dont remember where it was. I only saw it happened once today. the other time i wasn't there to see it so it probably log out and created another rift. not a big deal but just thought I'll ask. Awesome job btw! i love the profile.

It happen so rarely that It's basicly a non-issue. I will however try to find out why it happens and fix it.

No other issues?
 
btw, what is the different between profile 272 and profile 273? or that a typo? just notice that the compilation have 272 ad the profile only have 273 on it

I added waypoints for the largest Battlefield Bridge map which always is a one level rift. Also changed the box values on the Boneyard maps.
 
btw, should i have "allow profile reloading" check on Quest tools setting?

I have turned it off. It doesn't realy make any difference running this profile anyways.

I'm off to bed now. Happy rifting and don't forget to give feedback. Negative or positive. :-)
 
If you read the post above yours, You will see that I address this problem. It's also written in my post on the first page. downgrade to 2.0.74 and you will see that the backtracking will be 95% fixed. The other 5% is box values I can still keep working on.

The issue with Bastion Keep maps is DB related. It never happened before DB 408. It is also written under "known issues" in my post.

Firstly, thank you for your dedication to helping users in this thread.

I have listened to your advice and downloaded a fresh Demonbuddy and incorporating the compilation on the first post. You are correct in that most of the pathing issues are fixed, however now I am getting the following issue much more frequently (every 10-20 seconds now where as it used to be every 5 minutes or so with the newer version). This causes the bot to freeze up (mostly after killing a mob) and stand in molten or arcane or whatever it may be until I die, so I am literally dying whenever I bump into an arcane or molten elite pack.

Code:
[ExploreDungeonTag] New Nav Target: <361.25, 781.25, 0>
[ExploreDungeonTag] Marking nearby node <311.25, 761.25, 0> as visited, distance 40/40, IsVisisted=False
[Trinity][Performance] Execution of Navigator.MoveTo took 1012.38ms.
[Trinity][Performance] Execution of HandleTarget.HandleBasicMovement took 1012.98ms.
[Trinity][Performance] Execution of HandleTarget took 1017.21ms.
[Trinity][Performance] Execution of Navigator.MoveTo took 1010.50ms.
[Trinity][Performance] Execution of HandleTarget.HandleBasicMovement took 1011.13ms.
[Trinity][Performance] Execution of HandleTarget took 1041.65ms.
Exception during bot tick.System.OutOfMemoryException: Exception of type 'System.OutOfMemoryException' was thrown.
   at System.Collections.Generic.List`1.set_Capacity(Int32 value)
   at System.Collections.Generic.List`1.EnsureCapacity(Int32 min)
   at System.Collections.Generic.List`1.Add(T item)
   at Zeta.Bot.Pathfinding.PathFinder.FindPath(Point startPoint, Point endPoint, Boolean includeDiagonals, Int32 maxMilliseconds, Boolean allowPartialPaths)
   at Zeta.Bot.Navigation.DefaultNavigationProvider.(Vector3 , Boolean )
   at Zeta.Bot.Navigation.DefaultNavigationProvider.GeneratePath(Vector3 destination, String destinationName, Boolean useRaycast)
   at Zeta.Bot.Navigation.DefaultNavigationProvider.MoveTo(Vector3 destination, String destinationName, Boolean useRaycast)
   at Zeta.Bot.Navigation.Navigator.MoveTo(Vector3 destination, String destinationName, Boolean useRaycast)
   at QuestTools.ProfileTags.ExploreDungeonTag.MoveToNextNode()
   at QuestTools.ProfileTags.ExploreDungeonTag.<CreateBehavior>b__19(Object ret)
   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.Sequence..()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.TreeSharp.PrioritySelector..()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.TreeSharp.DecoratorContinue..()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.TreeSharp.PrioritySelector..()
   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.()

[BotEvents] Player died! Position=<342.8676, 741.8115, 0.2965181> QuestId=312429 StepId=2 WorldId=288687
Clicked revive at corpse button
[ExploreDungeonTag] Marking nearby node <386.25, 761.25, 0> as visited, distance 40/40, IsVisisted=False
 
I added waypoints for the largest Battlefield Bridge map which always is a one level rift. Also changed the box values on the Boneyard maps.

It's not always 1-level. Exit may spawn in the northeast-most corner. It would be good to finish the path exactly there as the exit is extremely hard to explore using explorer.
 
Firstly, thank you for your dedication to helping users in this thread.

I have listened to your advice and downloaded a fresh Demonbuddy and incorporating the compilation on the first post. You are correct in that most of the pathing issues are fixed, however now I am getting the following issue much more frequently (every 10-20 seconds now where as it used to be every 5 minutes or so with the newer version). This causes the bot to freeze up (mostly after killing a mob) and stand in molten or arcane or whatever it may be until I die, so I am literally dying whenever I bump into an arcane or molten elite pack.

Code:
[ExploreDungeonTag] New Nav Target: <361.25, 781.25, 0>
[ExploreDungeonTag] Marking nearby node <311.25, 761.25, 0> as visited, distance 40/40, IsVisisted=False
[Trinity][Performance] Execution of Navigator.MoveTo took 1012.38ms.
[Trinity][Performance] Execution of HandleTarget.HandleBasicMovement took 1012.98ms.
[Trinity][Performance] Execution of HandleTarget took 1017.21ms.
[Trinity][Performance] Execution of Navigator.MoveTo took 1010.50ms.
[Trinity][Performance] Execution of HandleTarget.HandleBasicMovement took 1011.13ms.
[Trinity][Performance] Execution of HandleTarget took 1041.65ms.
Exception during bot tick.System.OutOfMemoryException: Exception of type 'System.OutOfMemoryException' was thrown.
   at System.Collections.Generic.List`1.set_Capacity(Int32 value)
   at System.Collections.Generic.List`1.EnsureCapacity(Int32 min)
   at System.Collections.Generic.List`1.Add(T item)
   at Zeta.Bot.Pathfinding.PathFinder.FindPath(Point startPoint, Point endPoint, Boolean includeDiagonals, Int32 maxMilliseconds, Boolean allowPartialPaths)
   at Zeta.Bot.Navigation.DefaultNavigationProvider.(Vector3 , Boolean )
   at Zeta.Bot.Navigation.DefaultNavigationProvider.GeneratePath(Vector3 destination, String destinationName, Boolean useRaycast)
   at Zeta.Bot.Navigation.DefaultNavigationProvider.MoveTo(Vector3 destination, String destinationName, Boolean useRaycast)
   at Zeta.Bot.Navigation.Navigator.MoveTo(Vector3 destination, String destinationName, Boolean useRaycast)
   at QuestTools.ProfileTags.ExploreDungeonTag.MoveToNextNode()
   at QuestTools.ProfileTags.ExploreDungeonTag.<CreateBehavior>b__19(Object ret)
   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.Sequence..()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.TreeSharp.PrioritySelector..()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.TreeSharp.DecoratorContinue..()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.TreeSharp.PrioritySelector..()
   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.()

[BotEvents] Player died! Position=<342.8676, 741.8115, 0.2965181> QuestId=312429 StepId=2 WorldId=288687
Clicked revive at corpse button
[ExploreDungeonTag] Marking nearby node <386.25, 761.25, 0> as visited, distance 40/40, IsVisisted=False

OOM is caused by DB cannot generate a non-loop path in the current dungeon. Nothing can be done from the profile side.
 
I'm investigating the latest QT to see what's going on with the new explorer.
 
OOM is caused by DB cannot generate a non-loop path in the current dungeon. Nothing can be done from the profile side.

Fair enough, what about when the error occurs without OOM though? Example below, aside from this error the bot runs normal.

Code:
[Trinity][Performance] Execution of HandleTarget took 1004.18ms.
[Trinity][Performance] Execution of Navigator.MoveTo took 1008.75ms.
[Trinity][Performance] Execution of HandleTarget.HandleBasicMovement took 1009.43ms.
[Trinity][Performance] Execution of HandleTarget took 1023.24ms.
[Trinity][Performance] Execution of Navigator.MoveTo took 1028.96ms.
[Trinity][Performance] Execution of HandleTarget.HandleBasicMovement took 1029.67ms.
[Trinity][Performance] Execution of HandleTarget took 1041.61ms.
[Trinity][Performance] Execution of Navigator.MoveTo took 1017.10ms.
[Trinity][Performance] Execution of HandleTarget.HandleBasicMovement took 1017.83ms.
[Trinity][Performance] Execution of HandleTarget took 1021.52ms.
[Trinity][Performance] Execution of Navigator.MoveTo took 1017.37ms.
[Trinity][Performance] Execution of HandleTarget.HandleBasicMovement took 1018.02ms.
[Trinity][Performance] Execution of HandleTarget took 1021.50ms.
[Trinity][Performance] Execution of Navigator.MoveTo took 1014.40ms.
[Trinity][Performance] Execution of HandleTarget.HandleBasicMovement took 1014.98ms.
[Trinity][Performance] Execution of HandleTarget took 1018.87ms.
 
Fair enough, what about when the error occurs without OOM though? Example below, aside from this error the bot runs normal.

Code:
[Trinity][Performance] Execution of HandleTarget took 1004.18ms.
[Trinity][Performance] Execution of Navigator.MoveTo took 1008.75ms.
[Trinity][Performance] Execution of HandleTarget.HandleBasicMovement took 1009.43ms.
[Trinity][Performance] Execution of HandleTarget took 1023.24ms.
[Trinity][Performance] Execution of Navigator.MoveTo took 1028.96ms.
[Trinity][Performance] Execution of HandleTarget.HandleBasicMovement took 1029.67ms.
[Trinity][Performance] Execution of HandleTarget took 1041.61ms.
[Trinity][Performance] Execution of Navigator.MoveTo took 1017.10ms.
[Trinity][Performance] Execution of HandleTarget.HandleBasicMovement took 1017.83ms.
[Trinity][Performance] Execution of HandleTarget took 1021.52ms.
[Trinity][Performance] Execution of Navigator.MoveTo took 1017.37ms.
[Trinity][Performance] Execution of HandleTarget.HandleBasicMovement took 1018.02ms.
[Trinity][Performance] Execution of HandleTarget took 1021.50ms.
[Trinity][Performance] Execution of Navigator.MoveTo took 1014.40ms.
[Trinity][Performance] Execution of HandleTarget.HandleBasicMovement took 1014.98ms.
[Trinity][Performance] Execution of HandleTarget took 1018.87ms.

same
 
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