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Tag: ExploreDungeon/TrinityExploreDungeon does not function properly.

akumaburn

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Ok.. ExploreDungeon is supposed to explore the dungeon until a condition is met.. however if that condition is met and destroyed prior to the ExploreDungeon command being executed (in the case of a monster for example).. then ExploreDungeon needlessly searches for that which is no longer there.

The issue at hand is trinity.

Trinity's combat agro causes it to auto attack anything that attacks your character.

By doing this, Trinity can destroy a target NPC prior to ExploreDungeon's pathPrecision detector ever being executed. Causing your character to search needlessly for the NPC even though the NPC was found.

There is an easy fix without resorting to the crippled functionality of SafeMoveTo:

TrinityExploreDungeon commands should be run parallel with trinity's main thread.. so that if ever trinity meets a criteria of TrinityExploreDungeon then that particular command won't get executed that tick.

If anyone knows how to make SafeMoveTo work with objects or has a better suggestion please tell me.
 
Ok.. ExploreDungeon is supposed to explore the dungeon until a condition is met.. however if that condition is met and destroyed prior to the ExploreDungeon command being executed (in the case of a monster for example).. then ExploreDungeon needlessly searches for that which is no longer there.

The issue at hand is trinity.

Trinity's combat agro causes it to auto attack anything that attacks your character.

By doing this, Trinity can destroy a target NPC prior to ExploreDungeon's pathPrecision detector ever being executed. Causing your character to search needlessly for the NPC even though the NPC was found.

There is an easy fix without resorting to the crippled functionality of SafeMoveTo:

TrinityExploreDungeon commands should be run parallel with trinity's main thread.. so that if ever trinity meets a criteria of TrinityExploreDungeon then that particular command won't get executed that tick.

If anyone knows how to make SafeMoveTo work with objects or has a better suggestion please tell me.
SafeMoveTo in a while loop with your condition. this should work if i correctly understand what you are trying to accomplish.
 
SafeMoveTo in a while loop with your condition. this should work if i correctly understand what you are trying to accomplish.

That won't work. As I'd need to tell it what x y z coordinates and those are fixed. I want the character to search the map.

However, after some debugging, it appears TrinityExploreDungeon with objectDistance="25" does the trick. Thankfully they have that param.. otherwise id be stuck balancing pathPrecision.

Also with waypoints its a little bugged if your quest id is set to 1 instead of whatever it should be:

<UseWaypoint questId="1" stepId="N" waypointNumber="0" /> <-- bugged

but

<UseWaypoint questId="QuestIdHere" stepId="N" waypointNumber="0" /> <-- Works

Anyhow, my problem seems solved.

Thanks for your help.
 
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Is there anyway to emulate the functionality of pressing the T key btw?

If i just want to tele-home.

As it seems even the first line is bugged sometimes.
 
That won't work. As I'd need to tell it what x y z coordinates and those are fixed. I want the character to search the map.
you search the map via safemoveto and look for the object as a condition in your while loop.

<UseWaypoint questId="1" stepId="55" waypointNumber="0" /> <-- bugged

but

<UseWaypoint questId="QuestIdHere" stepId="55" waypointNumber="0" /> <-- Works
Thanks for your help.
<UseWaypoint waypointNumber="0" questId="1"/> is working fine for me.
 
you search the map via safemoveto and look for the object as a condition in your while loop.


<UseWaypoint waypointNumber="0" questId="1"/> is working fine for me.

I see.. well I seem to have gotten the ExploreDungeon to work the way I like for now...

I will give that teleport line a few tries and get back to you...
 
I see.. well I seem to have gotten the ExploreDungeon to work the way I like for now...

I will give that teleport line a few tries and get back to you...

Either one only works half the time :(

But both together have been working for a few runs now..
 
Ok after some extensive testing I've finally determined the real problem.

ExploreDungeon works as expected but..

1. It will only run once per tag EVER.
2. It interferes with teleports if it is not yet completed.

So if you have ExploreDungeon in a while loop or in an If statement(being looped by main tick loop), the moment it finds an object it won't run be run again.

Any ideas how to fix this?

Atm my work around is to have multiple tags but this is cumbersome...
 
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