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Sarkoth profile, stopping even when cellar there.

Pumpernickel

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Not sure if this has been addressed somewhere else but not sure the exact term to search for but...

Basically, the bot stops when it detects no Cellar, thats fine and dandy...but when the cellar is there, it stops in the same place for 5-10seconds and does nothing, then toddles off to the cellar, and when it enters the cellar, it stops again for 5-10 seconds, is it just me or is there a fix for this?

/Happy with it otherwise, 16? well spent :)
 
Not sure if this has been addressed somewhere else but not sure the exact term to search for but...

Basically, the bot stops when it detects no Cellar, thats fine and dandy...but when the cellar is there, it stops in the same place for 5-10seconds and does nothing, then toddles off to the cellar, and when it enters the cellar, it stops again for 5-10 seconds, is it just me or is there a fix for this?

/Happy with it otherwise, 16? well spent :)
It's been mentioned in the sakroth profile thread, I think it doesn't belong in this part of the forum.

For me it's usually more like 2-5 seconds so it might be a pc performance thing, just a wild guess tho.
 
I dont think its pc performance, i run a quad 3.5, i7 with hyperthreading, my gfx card i would think has nothing to do with it :p, i have 8gb ddr3 aswell

Im hoping its something small that can be changed in the code, if someone was to point it out to me i would change it myself but im a big noob when it comes to these things.
 
Not sure if this has been addressed somewhere else but not sure the exact term to search for but...

Basically, the bot stops when it detects no Cellar, thats fine and dandy...but when the cellar is there, it stops in the same place for 5-10seconds and does nothing, then toddles off to the cellar, and when it enters the cellar, it stops again for 5-10 seconds, is it just me or is there a fix for this?

/Happy with it otherwise, 16? well spent :)

I'm not 100% certain, but i think this has to do with the strain on the DB servers themselves. More people = more delay between logic and waypoints. I could be far off, but from what i've been reading this could be the case.
 
It stops because it is calculating the route to reach the cellar. If you look at the code for the default scripts for example the sarkoth script you will see the script:

<MoveTo questId="1" x="2021.738" y="2566.262" z="27.1" name="Dank cellar portal, Scout spot" />
<If condition="ActorExistsAt(176007, 2059.629, 2478.667, 27.02374, 15)">
<UseObject questId="1" x="2058.653" y="2476.354" z="26.32902" actorId="176007" isPortal="True" destinationWorldId="106746" />

This tells your bot to head to the scout spot and check if the cellar is there. If it is there to go the coordinates 2058.653, 2476.354, 26.32902. The problem with this is that it has to calculate a route there because there are obviously objects blocking its path (the wall surrounding the cellar) and there is no linear path to walk straight into the cellar so it makes an L shaped path to enter the cellar. This takes a while for it to calculate and when it enters the cellar the same thing happens. For example in Botron's script, he puts:

<MoveTo questId="1" x="117.8131" y="103.533" z="0.1000004" />
<While condition="ActorExistsAt(201878, 99.91951, 148.7125, 0.1000005, 200)">
<MoveTo questId="1" x="97.86905" y="98.73737" z="0.1000009" name="cellar_top" />
<MoveTo questId="1" x="148.6932" y="115.7356" z="0.1" name="cellar_left" />
<MoveTo questId="1" x="97.09732" y="124.6333" z="0.100001" name="cellar_right" />
</While>

The same thing occurs again. When it enters it wants to go to 117.8131,103.533,0.1000004 which is an unknown path, doesn't exist, so it gets paused for a few secs here and then it calculates the next path which is cellar top. Once again you have a pathing issue since you need to go down the corridor and then past the door and then calculate another path to reach your desired destination... Calculating the path takes time hence the few seconds of it standing there. You can fix this by editing and adding more checkpoints with specific locations, most easily done by finding a more linear path and adding the waypoint by using Info Dumping -> My position to get the coordinates.

For example for my WD I did this:

<Profile>
<Name>Sarkoth farm profile modified by beautifulstranger (orignial by Nesox)</Name>
<GameParams quest="72095" step="51" act="A1" difficulty="Inferno" resumeFromSave="True" isPrivate="True" numGames="-1" />
<Order>
<WriteReport />
<MoveTo questId="1" x="2029.309" y="2558.351" z="27.1" name="Dank cellar portal, Scout spot" />
<If condition="ActorExistsAt(176007, 2059.629, 2478.667, 27.02374, 15)">
<MoveTo questId="1" x="2059.795" y="2526.958" z="27.1" />
<WaitTimer WaitTime="0" />
<MoveTo questId="1" x="2079.703" y="2491.38" z="27.1" />
<WaitTimer WaitTime="0" />
<MoveTo questId="1" x="2069.356" y="2480.638" z="27.1" />
<WaitTimer WaitTime="0" />
<UseObject questId="1" x="2058.653" y="2476.354" z="26.32902" actorId="176007" isPortal="True" destinationWorldId="106746" />
<MoveTo questId="1" x="121.3281" y="155.078" z="0.1000004" name="cellar_door" />
<WaitTimer WaitTime="0" />
<MoveTo questId="1" x="119.4961" y="97.72452" z="0.1000001" name="cellar_middle" />
<WaitTimer WaitTime="0" />
<MoveTo questId="1" x="121.334" y="118.8017" z="0.100000" name="move down" />
<WaitTimer questId="1" waitTime="1000" />
</If>
<UseTownPortal questId="1" />
<LeaveGame reason="Run is done" />
</Order>
<KillMonsters>True</KillMonsters>
<PickupLoot>True</PickupLoot>
</Profile>
 
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