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Trinity 1.9.7

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Sometimes when my bot gets swarmed by enemies and there is some shrines or exp wells around, he just stands there getting beat to death while trying to get to that shrine or well or whatever.
 
Lately the bot has not been chasing goblins down (i.e. he may give up chasing, and attack other targets) even when set to kamikaze. I'm not sure a log would provide any insight into the problem, but I'll upload one when I get home next time it happens if you'd like.
 
Sometimes when my bot gets swarmed by enemies and there is some shrines or exp wells around, he just stands there getting beat to death while trying to get to that shrine or well or whatever.
I think that could be the case and it also might have something to do with MoveToMarker/MoveToObjective tags?
 
RRRIX:

2 Things, 1 might be for everyone, 1 for wizards...

Latest Everything.

#1 - When you have the calamity rune for Teleport, the bot uses that teleport code instead of what I believe to be the hardcoded trinity movement code. This results in trinity using "FindBestCluster" for it's teleport location, which while not in combat happens to return the position of the player resulting in the bot teleporting 1 inch.

#2 - Is there anything I could change or maybe you could add in settings for the bot to 100% focus on elites first...When using magic missle(conflag) it attempts to pick the best conflag target but the problem doesn't seem to be limited to that as it will randomly just be targeting something that isn't an elite. Sidenote : Calamity really shows this as it will teleport into a white mob instead of the elite standing right next to it.

Could you provide a way to prioritize elites/goblins 100% over anything else in all aspects. (FindBestCluster / Conflag / Calamity) etc
 
Hey rrx I have a prob maybe u all ready know about or fixed not sure but the bot won't pick up the crafting mats on the ground is there somthing I need to do or is it on your end
 
Could you provide a way to prioritize elites/goblins 100% over anything else in all aspects. (FindBestCluster / Conflag / Calamity) etc

how is you trinity set? this is the way mine is, the only thing i'm missing is goblin prioritization cuz it's not working

ss519.jpg
 
Weel, this question went unanswered in the last topic so I will repeat it here I guess.

How can I disable interaction with weapon racks?
Option "Open any containers" is unchecked but bot still runs to play with armor dolls and stuff...
 
Weel, this question went unanswered in the last topic so I will repeat it here I guess.

How can I disable interaction with weapon racks?
Option "Open any containers" is unchecked but bot still runs to play with armor dolls and stuff...

Line 749 in RefreshGizmo.cs:

CurrentCacheObject.InternalName.ToLower().Contains("rack") ||

Delete it.

I'll add an option for this.
 
Hey just writing to say thanks and that you rock, rrix.

EZUpdater gave me a few new profiles, "rrix profiles"

R-Rift works amazingly well. I noticed that beforehand, riftbot used lots of different profiles to execute, but it seems like with this one, it's all just in one, clean, compact profile. Kudos!
 
Hey just writing to say thanks and that you rock, rrix.

EZUpdater gave me a few new profiles, "rrix profiles"

R-Rift works amazingly well. I noticed that beforehand, riftbot used lots of different profiles to execute, but it seems like with this one, it's all just in one, clean, compact profile. Kudos!

diff. profiles are for different usage. can also remove everything except rift.xml and the thread immediately flooded by why remove A and B.
 
well i've just come across a problem when trying to run db on 2 computers, on 1 computer its fine and there are no issues but on the second computer the db window is flipped upside down, but both computers are using the same key, and i did buy a unlimited 3 sessions key
 
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Hi rrrix

any way to make leep work like HOTA ? different settings for Elite or trash? so that when elite in range focus leap around the elite not on trash.
 
is it possible to add an option where the bot will stop prioritizing archers or ranged units ? i find that about 20% of the time my bot will get stuck surrounded by a pack of mobs trying to move to attack a ranged unit in the back or other higher priority unit such as elites. maybe even better to add an option where it will not prioritize these targets when there are X amount of units near you
 
how is you trinity set? this is the way mine is, the only thing i'm missing is goblin prioritization cuz it's not working

I've found that it does work unless the goblin gets too far away. If it's too far then the bot re-prioritizes. If there is nothing on the screen but the goblin then it chases it down. For prioritize I would say that's good logic. If you want it to chase no matter where it goes then perhaps kamikaze would be better for you. Correct me if I'm wrong of course!
 
is it possible to add an option where the bot will stop prioritizing archers or ranged units ? i find that about 20% of the time my bot will get stuck surrounded by a pack of mobs trying to move to attack a ranged unit in the back or other higher priority unit such as elites. maybe even better to add an option where it will not prioritize these targets when there are X amount of units near you

There are a few logical issues I can see here. If you're always prioritizing the units closest to you then there's nothing to stop the bot from running further and further away from the unit that you want to kill. It's hard for the bot to figure out a safe place to be in densely populated areas or closed in areas like the maps with paths all over the place. You don't want it to back itself into a corner but getting surrounded is also bad. Each class has different escape mechanisms and some people don't choose those skills making it even more difficult. I've been working on a much more advanced version of trinity's demon hunter behavior where it acts much more intelligently to certain scenarios. What I've found is if there's too much logic/checking then it slows down the bot far too much. There has to be a balance. If I have success with the demon hunter stuff then I'll submit my changes to the amazing rrrix and move on to different classes. So far I've had very mixed results and I would not be surprised if there is no way to efficiently deal with the situations the bot finds itself in.
 
There are a few logical issues I can see here. If you're always prioritizing the units closest to you then there's nothing to stop the bot from running further and further away from the unit that you want to kill. It's hard for the bot to figure out a safe place to be in densely populated areas or closed in areas like the maps with paths all over the place. You don't want it to back itself into a corner but getting surrounded is also bad. Each class has different escape mechanisms and some people don't choose those skills making it even more difficult. I've been working on a much more advanced version of trinity's demon hunter behavior where it acts much more intelligently to certain scenarios. What I've found is if there's too much logic/checking then it slows down the bot far too much. There has to be a balance. If I have success with the demon hunter stuff then I'll submit my changes to the amazing rrrix and move on to different classes. So far I've had very mixed results and I would not be surprised if there is no way to efficiently deal with the situations the bot finds itself in.

what i mean is, the logic right now is that it tries to target something far away. there are say 10 mobs blocking me. if say there are >4 mobs near me, i want it to clear the mobs in front of me till <4 then retarget since the priority will always be there anyway. but say there is a mob that i want to kill, this mob usually isnt moving anywhere and the bot is still aiming to move to a certain location even if my bot moves farther away by attacking mobs closest to me, which i feel unlikely since i only want to kill the mobs in melee range. im not worried about being in a safe spot, i just want the option since i dont care if im being mobbed and i am not using any avoidance settings atm.

im not even sure if this is possible without changing a lot since i think once it aquires a priority target it just tries to get to it without rechecking or until it blacklists it if it cant get to it

for example, my bot will target an elite 150 yards away and will try to walk past 30 mobs to get to it. what i want is if there are too many mobs in melee range i want it to blast those mobs first since they create a wall, very similar to what happens when an elite is behind a door or some destructible.

actually when i think about it, if the bot could retarget stuff near itself while moving or trying to attack something then it could easily open a door in melee range etc so it wouldnt get stuck in those types of situations
 
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