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Trinity 2.1.15 and QuestTools 2.1.36

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QuestTools 2.1.36,trail rifts:disable combat at level,still don't work.
 
QuestTools 2.1.36,trail rifts:disable combat at level,still don't work.

The wave number is the ACTUAL wave not the wave strength >.> also at present it just disabled all combat and gets you killed.


I'm using this instead =>

Code:
if (CurrentWave == maxWave && !_isAborting)
                {
                    Logger.Log("Reached Wave {0} Disabling Combat", maxWave);
                    //TrinityApi.SetProperty("CombatBase", "IsCombatAllowed", false);

                    Vector3 _SafeTrialPosition = new Vector3(180.9193f, 168.273f, -11.48438f); //code snippet vector

                    while (Zeta.Common.Vector3.Distance(ZetaDia.Me.Position, _SafeTrialPosition) > 10f)
                    {
                        Vector3 _navTarget = _SafeTrialPosition;
                        _navTarget = MathEx.CalculatePointFrom(ZetaDia.Me.Position, _SafeTrialPosition, _SafeTrialPosition.Distance2D(ZetaDia.Me.Position) - 5);
                        _navigator.MoveTo(_SafeTrialPosition, "Safe Place to TownPortal in Rift");
                    }

                    BrainBehavior.ForceTownrun("Abort Trial", true);

                    _isAborting = true;
                }

This is the 2.1.32 version - I haven't updated due to a lot of customisation I'm working on
View attachment QuestTools.cs
 
Last edited:
new versions posted

Download Trinity 2.1.13

Download QuestTools 2.1.36

Should fix DH's running facetanking stuff and other bugs. See changelog on first post.


RefeshObject.cs Fix

Current HasBeenInLoS is not being set causing the clusterexists to return 0 everytime :P
Code:
                if (!DataDictionary.AlwaysRaycastWorlds.Contains(Trinity.Player.WorldID))
                {
                    // Bounty Objectives should always be on the weight list
                    if (CurrentCacheObject.IsBountyObjective)
                        return true;

                    // Quest Monsters should get LoS white-listed
                    if (CurrentCacheObject.IsQuestMonster)
                        return true;

                    // Always LoS Units during events
                    if (CurrentCacheObject.Type == GObjectType.Unit && Player.InActiveEvent)
                    {
                        if (!CacheData.HasBeenInLoS.ContainsKey(CurrentCacheObject.RActorGuid))
                            CacheData.HasBeenInLoS.Add(CurrentCacheObject.RActorGuid, true);

                        return true;
                    }
                }

Might just be me, but the object cache isn't getting updated enough to handle trials + cursed events with regards to clusters even with my fix >.> takes a good 2/3 seconds for it to twig on when they spawn in mass - getting about 14TPS in combat /shrug
 
I don't know if there is anything wrong with Trinity. All settings are set on default and clean installed, including the latest DB beta version. Basically, I did my part to ensure everything is freshly installed and up-to-date.

However, the combat routines continue to be messed up. Range heroes continue to act like melee and always running into the middle of attacks. Worse still, the heroes are just simply running straight into the explosion cores. It doesn't make any sense. Can I ask if anyone is facing the same issue as me and if there is any solution to this?

Thanks in advance!
 
I don't know if there is anything wrong with Trinity. All settings are set on default and clean installed, including the latest DB beta version. Basically, I did my part to ensure everything is freshly installed and up-to-date.

However, the combat routines continue to be messed up. Range heroes continue to act like melee and always running into the middle of attacks. Worse still, the heroes are just simply running straight into the explosion cores. It doesn't make any sense. Can I ask if anyone is facing the same issue as me and if there is any solution to this?

Thanks in advance!

Try these settings:
Combat -> Class -> Kite Range Above 0 (personal preference I go 3, friend goes 10)
Molten Core Radius = 20 & Health% 100
Ice Balls Radius 20 & Health% 100
Items -> Pickup -> Ignore Gold in AOE = true
Ignore Non-Legendary in AOE = true

Everything else default should do the job for the moltens etc, mind listing the skills your using (also if DH using EA and Krider or those chakrum things with the quiver)
 
From my basic testing of Trinity 2.1.12 vs 2.1.9 (about 2h each) I have to say that the general combat/movement in 2.1.9 is much better for, at least, close-combat characters. I tried both on Pet WD, Sentry DH and now Monk.
And the Monk under 2.1.12 does a ton of stupid decisions. For the others, it either does not happen or, because the main damage dealers do not depend on their movement, it is not that obvious.
Monk would:
- abandon Elite for trash
- abandon Elite and run into a wall
- stop attacking and stand there

This is with the usual suspects, kiting and AOE avoidance, off.

I am more than happy to help debugging this, if you have any idea where to (roughly) start, that is, whether it can be the combat routine, or some other part of the movement code.

I'm seeing the same issue with my Monk, so far I seen it occur most often in a Trial Rift, and sometimes in a grift and even when fighting a boss.
- abandon Elite for trash
- abandon Elite and run into a wall
- stop attacking and stand there

Log files attached for during a Trial -
What I see is the "WaitTimer" turning on during battle, even when there are targets left, so the bot just stops fighting.
See after this line:
azmodanBodyguard_A (121353)
[Trinity][Animation] azmodanBodyguard_gethit_01 State=TakingDamage By: azmodanBodyguard_A (121353)
The bot stopped for about 3-5 seconds with targets around him.
 

Attachments

the wave number is the actual wave not the wave strength >.> also at present it just disabled all combat and gets you killed.


I'm using this instead =>

Code:
if (currentwave == maxwave && !_isaborting)
                {
                    logger.log("reached wave {0} disabling combat", maxwave);
                    //trinityapi.setproperty("combatbase", "iscombatallowed", false);

                    while (zeta.common.vector3.distance(zetadia.me.position, _safetrialposition) > 10f)
                    {
                        vector3 _navtarget = _safetrialposition;
                        _navtarget = mathex.calculatepointfrom(zetadia.me.position, _safetrialposition, _safetrialposition.distance2d(zetadia.me.position) - 5);
                        _navigator.moveto(_safetrialposition, "safe place to townportal in rift");
                    }

                    brainbehavior.forcetownrun("abort trial", true);

                    _isaborting = true;
                }

this is the 2.1.32 version - i haven't updated due to a lot of customisation i'm working on
View attachment 143269

thank you
 
I'm seeing the same issue with my Monk, so far I seen it occur most often in a Trial Rift, and sometimes in a grift and even when fighting a boss.
- abandon Elite for trash
- abandon Elite and run into a wall
- stop attacking and stand there

Log files attached for during a Trial -
What I see is the "WaitTimer" turning on during battle, even when there are targets left, so the bot just stops fighting.
See after this line:
azmodanBodyguard_A (121353)
[Trinity][Animation] azmodanBodyguard_gethit_01 State=TakingDamage By: azmodanBodyguard_A (121353)
The bot stopped for about 3-5 seconds with targets around him.

Change Always kill elites below % to 100% => It will focus elites again.

Also currently in the trial it turns off ALL combat when the enable stop @ wave is enabled

Edit: I'm on FIRE tonight :P
 
Try these settings:
Combat -> Class -> Kite Range Above 0 (personal preference I go 3, friend goes 10)
Molten Core Radius = 20 & Health% 100
Ice Balls Radius 20 & Health% 100
Items -> Pickup -> Ignore Gold in AOE = true
Ignore Non-Legendary in AOE = true

Everything else default should do the job for the moltens etc, mind listing the skills your using (also if DH using EA and Krider or those chakrum things with the quiver)

Thanks! Shall try it out now.
 
Change Always kill elites below % to 100% => It will focus elites again.

Also currently in the trial it turns off ALL combat when the enable stop @ wave is enabled

Edit: I'm on FIRE tonight :P

Thanks smurfx, where can I disable the "stop @ wave"? Or is this something that's being worked on?

Cheers!
 
Thanks smurfx, where can I disable the "stop @ wave"? Or is this something that's being worked on?

Cheers!

Goto Plugins -> select QuestTools -> Config

In the config goto Rift control and uncheck the 'Trial Rifts: Disable combat at Level..' tick box

until it's fully handled I'd recommend you run the trials your self, btw you can TP out while the first wave is about to spawn (the 10second warmup) and get a level 1 key
 
Goto Plugins -> select QuestTools -> Config

In the config goto Rift control and uncheck the 'Trial Rifts: Disable combat at Level..' tick box

Got it, thanks!
Also changed my Min. Trash Mob Pack Size from 3 to 1 so now my bot doesn't ignore a single target
 
Are you trying to get yourself killed?
If that's the case enable it and set it to wave 1
 
i'm using swk,but no 2.1.13,monk don't spam mantra,diable mantra spam not checked.

If you are using the SWK it will use it. The guy I directed that at said he was using it (and that it WAS spaming his Mantra).

It still happens on the 2.1.13 i'm using 2.1.5 and no problem with mantra please if anyone have a solution answer me. i'm using a oldes version so i'm not icking ramadil's Gift

What's the problem?
mantra spaming every time, even with the box: diable mantra spam checked


What steps will reproduce the problem?
every time, Trinity don't reserve spirit, even with the box disable mantra spam checked

What is the expected result?
with de box checked, trinity should never active the mantra

What happens instead?
it spam mantra every time

It still happens on the 2.1.13 i'm using 2.1.5 and no problem with mantra please if anyone have a solution answer me. i'm using a oldes version so i'm not picking ramadil's Gift

Thank you guys
 
My DH pauses quite often and Trinity shows this when it happens:

Code:
[Trinity][Behavior] Blacklisted Target, Returning Failure

Also i get this quite often too:

Code:
[Trinity][Performance] Execution of MainFindSafeZoneLoop took 1938.00ms.
[Trinity][Performance] Execution of RefreshDiaObjectCache.AvoidanceCheck took 1939.52ms.
[Trinity][Performance] Execution of RefreshDiaObjectCache took 1950.94ms.
[Trinity][Performance] Execution of TargetCheck.RefreshCache took 1951.16ms.
[Trinity][Performance] Execution of TargetCheck took 1951.35ms.

I'll get a log later.
 
Ppl with dh facetanking Problem what is your tps averange? Did you activate kite?
 
Kite active. (Always in combat)

Kite trigger range - 35. Average TPS 20-30. Vault - Anytime.

Trinity 2.1.13 - still facetank half of the time.
 
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