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several problems

lagse

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Nov 27, 2011
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bot regularly runs into molen blast running around and eventually comes to explosion and dies.
Just died in the bombing of chubby monster.
When a boss portal immediately comes to his figure, and only then breaks the distance.
in general, after the correction has become very bad to keep a distance, often comes in the melee.
breaking the shrines like crazy through the enemies, although this option is not enabled.
Collect spheres of progress in the crowd of enemies.
I turn the key profile curators, in the oasis runs short steps, to scout out the area for 15 minutes.
use the boat for a long time, I have never had such problems.
bot does not collect books, and it was not there before, but it would not be amiss.
if you use the option of not destroying ancient things, very lacking possibility to exclude certain items, for example a ring puzzle.
very lacking.
Also it would be nice to expand the settings in any tab to put some things.
in an attempt to enter into the sphere of the ring-eye comes often in very dangerous situations.
 
also it would be nice if it would be a detailed description of the trinity of settings and their influence on job
 
Just what the bot has a base attack outgrowth filth 4 act
 
I can not understand, but which sometimes disappears my pet collecting money.
 
when the boat passes nepfalem rift he takes a job in the last instance, that is losing time on the 30 second wait. as a living person does not.
 
and to top it, it also happens:


01:51:15.336 ERROR Pulsator System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.IndexOutOfRangeException: Index was outside the bounds of the array.
at Trinity.Framework.Objects.Memory.Containers.Table`1.get_Item(Int32 key)
at Trinity.Framework.Objects.Memory.Containers.Map`1.TryGetItemByKey[TKey](TKey modKey, T& value, Func`2 hasher)
at Trinity.Framework.Objects.Memory.Attributes.Attributes.GetAttributeDirectlyFromTable[T](ActorAttributeType attr, Int32 modifier)
at Trinity.Framework.Actors.Attributes.ActorAttributes.get_TeamId()
at Trinity.Framework.Actors.Properties.UnitProperties.Populate(TrinityActor actor)
at Trinity.Framework.Actors.ActorTypes.TrinityPlayer.UpdateProperties()
at Trinity.Framework.Actors.ActorTypes.TrinityPlayer.OnCreated()
at Trinity.Framework.Actors.ActorFactory.CreateActor[T](ActorSeed actorSeed)
at Trinity.Framework.Actors.ActorFactory.CreateActor(RActor rActor)
at Trinity.Framework.Actors.ActorCache.TryAddRActor(Int32 id, RActor rActor, Boolean& result)
at Trinity.Framework.Actors.ActorCache.<>c__DisplayClass37_1.<UpdateRActors>b__0(Int32 id)
at System.Collections.Concurrent.ConcurrentDictionary`2.AddOrUpdate(TKey key, Func`2 addValueFactory, Func`3 updateValueFactory)
at Trinity.Framework.Actors.ActorCache.UpdateRActors()
at Trinity.Framework.Actors.ActorCache.UpdateObjectsFromMemory()
at Trinity.Framework.Actors.ActorCache.Update()
at Trinity.Framework.Actors.ActorCache.OnPulse()
at Trinity.Framework.Module.FirePulse(Boolean force)
at Trinity.Framework.Module.FireEvent(ModuleEventType moduleEventType)
at Trinity.Framework.ModuleManager.<>c__DisplayClass3_0.<FireEventAll>b__0(Module util)
at Trinity.Framework.ModuleManager.ExecuteOnInstances(Action`1 action)
at Trinity.Framework.ModuleManager.FireEventAll(ModuleEventType moduleEventType)
at Trinity.Framework.Core.Update(Boolean force)
at Trinity.Framework.Core.Pulse(Object sender, EventArgs 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 Zeta.Bot.Pulsator.?????????????????????????????????????????(Delegate , Object[] )
01:51:15.371 ERROR Pulsator System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.IndexOutOfRangeException: Index was outside the bounds of the array.
at Trinity.Framework.Objects.Memory.Containers.Table`1.get_Item(Int32 key)
at Trinity.Framework.Objects.Memory.Containers.Map`1.TryGetItemByKey[TKey](TKey modKey, T& value, Func`2 hasher)
at Trinity.Framework.Objects.Memory.Attributes.Attributes.GetAttributeDirectlyFromTable[T](ActorAttributeType attr, Int32 modifier)
at Trinity.Framework.Actors.Attributes.ActorAttributes.get_TeamId()
at Trinity.Framework.Actors.Properties.UnitProperties.Populate(TrinityActor actor)
at Trinity.Framework.Actors.ActorTypes.TrinityPlayer.UpdateProperties()
at Trinity.Framework.Actors.ActorTypes.TrinityPlayer.OnCreated()
at Trinity.Framework.Actors.ActorFactory.CreateActor[T](ActorSeed actorSeed)
at Trinity.Framework.Actors.ActorFactory.CreateActor(RActor rActor)
at Trinity.Framework.Actors.ActorCache.TryAddRActor(Int32 id, RActor rActor, Boolean& result)
at Trinity.Framework.Actors.ActorCache.<>c__DisplayClass37_1.<UpdateRActors>b__0(Int32 id)
at System.Collections.Concurrent.ConcurrentDictionary`2.AddOrUpdate(TKey key, Func`2 addValueFactory, Func`3 updateValueFactory)
at Trinity.Framework.Actors.ActorCache.UpdateRActors()
at Trinity.Framework.Actors.ActorCache.UpdateObjectsFromMemory()
at Trinity.Framework.Actors.ActorCache.Update()
at Trinity.Framework.Actors.ActorCache.OnPulse()
at Trinity.Framework.Module.FirePulse(Boolean force)
at Trinity.Framework.Module.FireEvent(ModuleEventType moduleEventType)
at Trinity.Framework.ModuleManager.<>c__DisplayClass3_0.<FireEventAll>b__0(Module util)
at Trinity.Framework.ModuleManager.ExecuteOnInstances(Action`1 action)
at Trinity.Framework.ModuleManager.FireEventAll(ModuleEventType moduleEventType)
at Trinity.Framework.Core.Update(Boolean force)
at Trinity.Framework.Core.Pulse(Object sender, EventArgs 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 Zeta.Bot.Pulsator.?????????????????????????????????????????(Delegate , Object[] )
01:51:15.376 DEBUG Logger [QuestTools][MoveToActorTag] Interacting with Object: 258064 questId="312429" stepId="2" actorId="258064" x="258" y="570" z="25" interactRange="10" interactAttempts=5 distance="5" maxSearchDistance=0 rayCastDistance=250 lastPosition=<263.3373, 569.9904, 24.04533>, isPortal=False destinationWorldId=0, startInteractPosition=<263.3373, 569.9904, 24.04533> completedInteractAttempts=2 interactReason=Distance < 7.5f actorId="258064", Name=Uber_BossPortal_Door-567 InLineOfSight=True ActorType=Gizmo Position= x="258" y="570" z="25" attempt: 2, lastInteractDuration: 0
01:51:15.402 ERROR Pulsator System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.IndexOutOfRangeException: Index was outside the bounds of the array.
at Trinity.Framework.Objects.Memory.Containers.Table`1.get_Item(Int32 key)
at Trinity.Framework.Objects.Memory.Containers.Map`1.TryGetItemByKey[TKey](TKey modKey, T& value, Func`2 hasher)
at Trinity.Framework.Objects.Memory.Attributes.Attributes.GetAttributeDirectlyFromTable[T](ActorAttributeType attr, Int32 modifier)
at Trinity.Framework.Actors.Attributes.ActorAttributes.get_TeamId()
at Trinity.Framework.Actors.Properties.UnitProperties.Populate(TrinityActor actor)
at Trinity.Framework.Actors.ActorTypes.TrinityPlayer.UpdateProperties()
at Trinity.Framework.Actors.ActorTypes.TrinityPlayer.OnCreated()
at Trinity.Framework.Actors.ActorFactory.CreateActor[T](ActorSeed actorSeed)
at Trinity.Framework.Actors.ActorFactory.CreateActor(RActor rActor)
at Trinity.Framework.Actors.ActorCache.TryAddRActor(Int32 id, RActor rActor, Boolean& result)
at Trinity.Framework.Actors.ActorCache.<>c__DisplayClass37_1.<UpdateRActors>b__0(Int32 id)
at System.Collections.Concurrent.ConcurrentDictionary`2.AddOrUpdate(TKey key, Func`2 addValueFactory, Func`3 updateValueFactory)
at Trinity.Framework.Actors.ActorCache.UpdateRActors()
at Trinity.Framework.Actors.ActorCache.UpdateObjectsFromMemory()
at Trinity.Framework.Actors.ActorCache.Update()
at Trinity.Framework.Actors.ActorCache.OnPulse()
at Trinity.Framework.Module.FirePulse(Boolean force)
at Trinity.Framework.Module.FireEvent(ModuleEventType moduleEventType)
at Trinity.Framework.ModuleManager.<>c__DisplayClass3_0.<FireEventAll>b__0(Module util)
at Trinity.Framework.ModuleManager.ExecuteOnInstances(Action`1 action)
at Trinity.Framework.ModuleManager.FireEventAll(ModuleEventType moduleEventType)
at Trinity.Framework.Core.Update(Boolean force)
at Trinity.Framework.Core.Pulse(Object sender, EventArgs 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 Zeta.Bot.Pulsator.?????????????????????????????????????????(Delegate , Object[] )
01:51:15.435 ERROR Pulsator System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.IndexOutOfRangeException: Index was outside the bounds of the array.
at Trinity.Framework.Objects.Memory.Containers.Table`1.get_Item(Int32 key)
at Trinity.Framework.Objects.Memory.Containers.Map`1.TryGetItemByKey[TKey](TKey modKey, T& value, Func`2 hasher)
at Trinity.Framework.Objects.Memory.Attributes.Attributes.GetAttributeDirectlyFromTable[T](ActorAttributeType attr, Int32 modifier)
at Trinity.Framework.Actors.Attributes.ActorAttributes.get_TeamId()
at Trinity.Framework.Actors.Properties.UnitProperties.Populate(TrinityActor actor)
at Trinity.Framework.Actors.ActorTypes.TrinityPlayer.UpdateProperties()
at Trinity.Framework.Actors.ActorTypes.TrinityPlayer.OnCreated()
at Trinity.Framework.Actors.ActorFactory.CreateActor[T](ActorSeed actorSeed)
at Trinity.Framework.Actors.ActorFactory.CreateActor(RActor rActor)
at Trinity.Framework.Actors.ActorCache.TryAddRActor(Int32 id, RActor rActor, Boolean& result)
at Trinity.Framework.Actors.ActorCache.<>c__DisplayClass37_1.<UpdateRActors>b__0(Int32 id)
at System.Collections.Concurrent.ConcurrentDictionary`2.AddOrUpdate(TKey key, Func`2 addValueFactory, Func`3 updateValueFactory)
at Trinity.Framework.Actors.ActorCache.UpdateRActors()
at Trinity.Framework.Actors.ActorCache.UpdateObjectsFromMemory()
at Trinity.Framework.Actors.ActorCache.Update()
at Trinity.Framework.Actors.ActorCache.OnPulse()
at Trinity.Framework.Module.FirePulse(Boolean force)
at Trinity.Framework.Module.FireEvent(ModuleEventType moduleEventType)
at Trinity.Framework.ModuleManager.<>c__DisplayClass3_0.<FireEventAll>b__0(Module util)
at Trinity.Framework.ModuleManager.ExecuteOnInstances(Action`1 action)
at Trinity.Framework.ModuleManager.FireEventAll(ModuleEventType moduleEventType)
at Trinity.Framework.Core.Update(Boolean force)
at Trinity.Framework.Core.Pulse(Object sender, EventArgs 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 Zeta.Bot.Pulsator.?????????????????????????????????????????(Delegate , Object[] )
hangs in a loop, the log grows to infinity
 
bot regularly runs into molen blast running around and eventually comes to explosion and dies.
Just died in the bombing of chubby monster.
When a boss portal immediately comes to his figure, and only then breaks the distance.
in general, after the correction has become very bad to keep a distance, often comes in the melee.
breaking the shrines like crazy through the enemies, although this option is not enabled.
Collect spheres of progress in the crowd of enemies.
I turn the key profile curators, in the oasis runs short steps, to scout out the area for 15 minutes.
use the boat for a long time, I have never had such problems.
bot does not collect books, and it was not there before, but it would not be amiss.
if you use the option of not destroying ancient things, very lacking possibility to exclude certain items, for example a ring puzzle.
very lacking.
Also it would be nice to expand the settings in any tab to put some things.
in an attempt to enter into the sphere of the ring-eye comes often in very dangerous situations.


For Avoidance, check something that's been an odd issue for some people

  • Trinity Settings > Avoidance tab
    • Make sure your avoidances are all set to
Health Threshhold: 100
Distance Multiplier 1.0

If they aren't set that way, do so and see if it helps.


also it would be nice if it would be a detailed description of the trinity of settings and their influence on job


There is, you have to look in the GUIDE section of the forum:

Trinity Settings Explained By Jubisman [HERE]


Just what the bot has a base attack outgrowth filth 4 act


It has been reported that there are issues with the bot using the base attack against breakable and similar items in the game.

You can see other current bug reports on the Trinity Trello page:

Trinity Trello Page [HERE]


I can not understand, but which sometimes disappears my pet collecting money.


I don't understand what you're asking?

Pets will pickup gold for you. They often move offscreen or you can't see them.

This has nothing to do with the bot.


when the boat passes nepfalem rift he takes a job in the last instance, that is losing time on the 30 second wait. as a living person does not.


Again, I am a little confused at your question...

Are you asking about the town run after a Rift is completed? And why it doesn't speak with Orek BEFORE going to Blacksmith/Kadala/Stash?

It is set in a particular order for a reason.

The NephalemRift profile is setup to join a new Rift immediately after the rift closure counter ends. If you were halfway through your town run responsibilities when this happens, it will join a rift anyways... Even if you still have TownRun duties to complete.

This will lead to overflowing bloodshards and backpack. This will cause additional town runs during a rift and could create other bugs when the profile interrupts Trinity's actions.

In short, it's more efficient to do the town run responsibilities first, then speak with Orek. Otherwise you're losing the time to teleport to town during a rift an additional time.

I can guarantee that you save way more time with how fast the bot processes the salvage/stash/Kadala routine than any real person.

The entire premise of using a bot is to let it do all of this stuff for us. 30 seconds extra pales in comparison to the massive hours saved by using a bot instead of playing by hand.

Do you think your bot can do a higher GRift or play better than a "by hand" player? Of course not, but it can get pretty close. Town Run functions are limited in the same way.




I don't know what to tell you on this one. My bots [four] are not face tanking.

I have set my TPS in Advanced section to 30. Try doing that.

I am using the latest posted build of DemonBuddy. Nearly all of my settings for combat are default... Except in trash settings I set to 4 mobs instead of the default 1.

Other than that I have changed some item and adventurer settings which have nothing to do with combat.

Try a fresh install and see if that helps.


and to top it, it also happens:
hangs in a loop, the log grows to infinity

I am not a Dev and can't make much out of that log, but you could post a full log in the Support section.

I have had weird spam in my logs too. I just delete them everyday so that they aren't taking up a bunch of GBs.

If you want a fix when you see it happening, then stop the bot and start it again. If that doesn't help, close the bot and restart it completely.


Edit:
I would like to point out that NEARLY ALL of this information is stuff I have learned in the last day or two reading through random forum threads.

I haven't been logged in for nearly 6 months so try taking a look around, I bet you will find your answers quicker.
 
Last edited:
but alas it is so configured

For Avoidance, check something that's been an odd issue for some people

Trinity Settings > Avoidance tab
Make sure your avoidances are all set to

Health Threshhold: 100
Distance Multiplier 1.0
If they aren't set that way, do so and see if it helps.


It disappears.
I have to go to the "mirror" configuration and call it again.

Quote Originally Posted by lagse View Post
I can not understand, but which sometimes disappears my pet collecting money.

I don't understand what you're asking?

Pets will pickup gold for you. They often move offscreen or you can't see them.

This has nothing to do with the bot.
 
Hmm I have never heard of Trinity or DB doing anything with pets.

If you have switched characters in game, you will have to manually add the pet to each one of your characters.

If its the same character and it randomly disappears, you might need to watch your log and post it in the Support section. I dont see why DB would ever touch your pets, it's just not made to do that.



As far as your avoidance, I am at a loss. Mine is working great.

Again, my suggestion is to do a fresh install.

I was having issues randomly with AutoFollow today so I did 4 fresh installs of build 469. It took about 15-20 minutes to get all of them setup again, but now it's running like a champ again. It sucks, but try it.



When you do your fresh install do it this way to make it fast:


  • Download a fresh copy of Build 469 [HERE]
    • Read the requirements section of that thread and make sure you have the right things installed.
  • Make a new folder on your Desktop
  • Place your CURRENT DB Folder into it.
    [*=1]For instruction sake, let's say you named the folder "DB Backup"
    [*=1]We will use this to import settings, but we will do this later after testing a fresh install
  • Install a fresh copy of DemonBuddy 469
    [*=1]I typically use the .ZIP version and extract it to a new folder on my desktop.
  • Open up Diablo and Login
  • Open up DemonBuddy, put your key in, Login.
  • Choose Trinity as your routine
  • Open the Plugins tab
  • Select Trinity, Open the Config
  • Verify in the Avoidance tab
    [*=1]Verify that everything looks okay
  • Go to the Advanced tab
    [*=1]There is a Ticks Per Second box at the top. Tick the box to Enable TPS Modification
    [*=1]Move the slider bar to the far right (30.0)
  • Go to the Combat > Misc Tab.
    [*=1]Scroll down to the Trash Mob Settings
    [*=1]Change the minimum Trash Mob size to around 4
  • Don't change anything else, we will add your old settings in after testing.
  • Save the Trinity settings and go back to the DB main tab.

Let's Test

Click the LOAD button and go into Profiles>Adventurer>NephalemRift.xml
Start the bot.
Watch it run a rift or two.

See if you're getting any avoidance working or if it still appears to be broken.
If it's broken, then I would suggest opening a support ticket with a log because it seems to be working on all my my Season 7 installs including the one I did today.

If it works, Let's import your old settings:
Go to the Plugin tab
Select Trinity and open the config
At the bottom left of the window you will see the IMPORT button. Click it.
In the IMPORT window,
Go to DESKTOP > DB Backup > Open your old DB Folder > Settings Folder > GamerTag Folder
You will see some random numbered folders in there, like "79669184"
Find the most recent one of these folders and open it.
Open the Trinity.xml that you find in there.​
DemonBuddy will ask you what you want to import. Just leave everything selected and accept it.

You should now have all of your previous settings back.

Test it again and see if it's still working. If it is, BIG WIN.

If it was working on the fresh install and stops working after adding your settings, then it's something you did in your previous settings that ruined it.

You can go into teh new DB folder > Settings > Gamertag and delete the numbered settings folders to reset it.

Edit:
You can also modify your Kiting settings in Avoidance if you're face tanking things...

Note that this is an image someone else posted, you can change the settings however you like and test it.
unspecified.png
 
Last edited:
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