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Sarkoth still getting stuck .146

I downloaded a fresh version of DemonBuddy, and also removed my previous plugins. The bot still seems to stop at the same location.

* Don't mind the last part in the logs, I took action manually to finish the run.
 

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I'm having the same issues. Tried it with two different profiles, happens with or without any plugins. It acts like it sees something in the middle of the road, steps to it, and then goes back. It just gets stuck in a loop of that.

[13:02:47.916 D] Generating path to Interact with object - <2061.332, 2477.899, 27.31482>
[13:02:47.980 D] Successfully generated path from {X=1008,Y=824} to {X=991,Y=824} in 00:00:00.0200786 with 1(1) hops
[13:02:47.980 D] Client path generated.
[13:02:47.980 D] Generated path to <2061.332, 2477.899, 27.31482> (Interact with object) with 1 hops.
[13:02:50.395 V] Using power: Barbarian_WarCry
[13:02:51.802 D] [Stuck Handler] We're stuck at <2060.01, 2520, 27.1>
[13:02:51.803 D] Navigator.Clear
[13:02:52.056 D] Generating path to Interact with object - <2061.332, 2477.899, 27.31482>
[13:02:52.121 D] Successfully generated path from {X=1008,Y=826} to {X=991,Y=824} in 00:00:00.0189630 with 3(2) hops
[13:02:52.121 D] Client path generated.
[13:02:52.121 D] Generated path to <2061.332, 2477.899, 27.31482> (Interact with object) with 2 hops.
[13:02:52.302 D] Navigation reached current destination. Within 42.11213
[13:02:52.302 D] Navigator.Clear
[13:02:52.552 D] Generating path to Interact with object - <2061.332, 2477.899, 27.31482>
[13:02:52.618 D] Successfully generated path from {X=1008,Y=824} to {X=991,Y=824} in 00:00:00.0189012 with 1(1) hops
[13:02:52.618 D] Client path generated.
 

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Here's a lightly modded profile based on botron's mod of Nesox's original (the bot takes a few steps before porting after sarkoth is killed so while a fraction of a second slower it's also basically guaranteed to loot everything)

The only difference is I added

Code:
<MoveTo questId="1" x="2078.355" y="2486.527" z="27.1" />

Within the if statement. It's another checkpoint right by the small entrance to the stone fence area right before the cellar.

It resolved the issue where'd you'd get stuck about 10-12 units from the area running north and south over and over.

It looks like others (nissen) already posted something but I got a PM to post mine so here it is. I should have posted this sooner, sorry guys.
 

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