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Unified Trinity Community Edition

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Default "Trinity Scoring Only" will always keep legendaries.
Scripted loot rules may sell or salvage legendaries depending on your option.

The thing is right now the ranged heroes kite badly. Very bad. It doesnt move back instead it circles the enemy. Getting hit and yet not hitting back.

I have no idea how to explain as there is nothing wrong with the log files. Just very high death rates for ranged heroes.
 
The thing is right now the ranged heroes kite badly. Very bad. It doesnt move back instead it circles the enemy. Getting hit and yet not hitting back.

I have no idea how to explain as there is nothing wrong with the log files. Just very high death rates for ranged heroes.

Yeah I feel like its certainly optimized for melee characters because that is what most people use. For example, I was checking out some of the vault code here:

// Vault for a Demon Hunter
if (!bFoundSpecialMovement && hashPowerHotbarAbilities.Contains(SNOPower.DemonHunter_Vault) &&
DateTime.Now.Subtract(dictAbilityLastUse[SNOPower.DemonHunter_Vault]).TotalMilliseconds >= dictAbilityRepeatDelay[SNOPower.DemonHunter_Vault] &&
PowerManager.CanCast(SNOPower.DemonHunter_Vault))
{
WaitWhileAnimating(3, true);
ZetaDia.Me.UsePower(SNOPower.DemonHunter_Vault, vCurrentDestination, iCurrentWorldID, -1);
dictAbilityLastUse[SNOPower.DemonHunter_Vault] = DateTime.Now;
bFoundSpecialMovement = true;
}

Primary Issue: There must be a bug or something in (1.7.1.2) because this code is set to constantly be spamming vault until disc is empty for me right now, thus putting my ranged character in risky situations when I don't have any left to activate gloom in tough packs. It doesn't matter how much vault delay you set in the settings, it won't make a difference with this version.

Secondary issue: I understand that Giles doesn't account for Tactical Advantage, but I wish it had a checkbox for that and would add another 2 second delay after the vault has finished before firing another vault to account for the increased movement speed in those 2 seconds. This would maximize the disc usage and bot speed to the fullest extent.

I use the legacy nat set so luckily my disc regens pretty quickly to make it less of an issue on lower MP, but I can imagine it must be frustrating for non-legacy users to watch their disc bar disappear in seconds.
 
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Add a longer delay before recasting vault. That way you can maximise the tactical advantage. I'm using 1500. I feel that there were some changes to the kiting function in this version. I have tried unified .45 and there wasn't any problem. I upgraded to this version only because of the loot rules as I'm sick of spending an hour to sort through thrash legends
 
Add a longer delay before recasting vault. That way you can maximise the tactical advantage. I'm using 1500. I feel that there were some changes to the kiting function in this version. I have tried unified .45 and there wasn't any problem. I upgraded to this version only because of the loot rules as I'm sick of spending an hour to sort through thrash legends

Your using 1500 in the WaitWhileAnimating function? The actual app itself only maxes at 40 (in the UI in Trinity 1.7.1.2). I do see that it goes for min 400 and maximum 4000 in the xml settings for the file though.
 
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Under dh. Theres a delay before recasting vault. Adjust that
 
Under dh. Theres a delay before recasting vault. Adjust that

That's what I"m saying. It's maxed out at 40 for the vault delay in (1.7.1.2) and it doesn't make a difference. Trinity will completely deplete my disc regen by over-vaulting several times in a row no matter what it is set too. It doesn't have any type of cool down so it just keeps going until I'm at 0.

Perhaps it's just broken in this version. What Trinity verison are you using Sp0rk?
 
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Primary Issue: This code is set to constantly be spamming vault until disc is empty, thus putting your ranged character in risky situations when you don't have any left to activate gloom in tough packs. It doesn't matter how much vault delay you set in the settings, it won't make a difference.

I use the legacy nat set so luckily my disc regens pretty quickly to make it less of an issue on lower MP, but I can imagine it must be frustrating for non-legacy users to watch their disc bar disappear in seconds.
I unfortunately don't have a legacy nats, so I hacked in a few health checks and it seems to work a lot better for me:

Behaviors.cs:
Code:
            // Vault for a Demon Hunter
            if (!bFoundSpecialMovement && hashPowerHotbarAbilities.Contains(SNOPower.DemonHunter_Vault) &&
				playerStatus.CurrentHealthPct <= 0.80 &&
                DateTime.Now.Subtract(dictAbilityLastUse[SNOPower.DemonHunter_Vault]).TotalMilliseconds >= dictAbilityRepeatDelay[SNOPower.DemonHunter_Vault] &&
                PowerManager.CanCast(SNOPower.DemonHunter_Vault))
            {
                WaitWhileAnimating(3, true);
                ZetaDia.Me.UsePower(SNOPower.DemonHunter_Vault, vCurrentDestination, iCurrentWorldID, -1);
                dictAbilityLastUse[SNOPower.DemonHunter_Vault] = DateTime.Now;
                bFoundSpecialMovement = true;
            }

DemonHunter.cs:
Code:
            // Vault
            if (!bOOCBuff && !bCurrentlyAvoiding && hashPowerHotbarAbilities.Contains(SNOPower.DemonHunter_Vault) && !playerStatus.IsRooted && !playerStatus.IsIncapacitated &&
                // Only use vault to retreat if < level 60, or if in inferno difficulty for level 60's
                (playerStatus.Level < 60 || (iCurrentGameDifficulty == GameDifficulty.Inferno && playerStatus.CurrentHealthPct <= 0.45)) &&
                (CurrentTarget.RadiusDistance <= 8f || iAnythingWithinRange[RANGE_6] >= 1) &&
                playerStatus.Discipline >= 8 && GilesUseTimer(SNOPower.DemonHunter_Vault) && PowerManager.CanCast(SNOPower.DemonHunter_Vault))
            {
                Vector3 vNewTarget = MathEx.CalculatePointFrom(CurrentTarget.Position, playerStatus.CurrentPosition, -15f);
                return new GilesPower(SNOPower.DemonHunter_Vault, 20f, vNewTarget, iCurrentWorldID, -1, 1, 2, USE_SLOWLY);
            }

Now it only really vaults for health globes or when it really needs to retreat. I can kill pretty quick and take a few hits with gloom up. Before there was there was so much vault-spam that it would enter battle with 1/2 discipline then waste the rest vault-retreating and die instead of just glooming and standing its ground. It still kites circles around mobs sometimes but is now able to spam gloom (instead of vault). I also use beastly bombs with seems to save its life a lot when kiting poorly.

My current problem since I went from 1.7.0.9 => 1.7.1.4 is that it stopped avoiding things. It constantly catch it vaulting into molten cores and not running from ice. Anyone else having this problem?
 
Is it possible to add unreachable monster auto-blacklisting delay as a configurable options in the GUI?
 
That's what I"m saying. It's maxed out at 40 for the vault delay in (1.7.1.2) and it doesn't make a difference. Trinity will completely deplete my disc regen by over-vaulting several times in a row no matter what it is set too. It doesn't have any type of cool down so it just keeps going until I'm at 0.

Perhaps it's just broken in this version. What Trinity verison are you using Sp0rk?

Fixed in next version, delay betwen 400 & 4000
 
Is it possible to add unreachable monster auto-blacklisting delay as a configurable options in the GUI?

Now it's complex, delay are variable if is Monster / elite / item / ...
But can can try to think to that.
 
Fixed in next version, delay betwen 400 & 4000

Thanks for the quick reply hti. Good to see that this will get fixed soon.

Any chance we can get a Tactical Advantage check box? I'm guessing you would simply add 2 seconds on top of the vault after it's finished its initial distance before firing another vault. With a legacy nat set, you can constantly vault without running out of discipline if you time this just right before the run speed runs out.

UPDATE: It looks like the vaulting issue was fixed in 1.7.1.4 (I think this version number was intended as 1.7.1.14) as it fixed 1.7.1.12's bug that made the DH vault constantly.
 
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Now it's complex, delay are variable if is Monster / elite / item / ...
But can can try to think to that.

I think i worded it wrong before. Was asking maybe (if possible) make a global auto-blacklisting time/option settings in the GUI?

For example, in the past, there was this code in trinity:
Code:
// PREVENT blacklisting a monster on less than 90% health unless we haven't damaged it for more than 25 seconds
                        if (targetCurrent.ThisGilesObjectType == GilesObjectType.Unit)
                        {
                            if (targetCurrent.bThisTreasureGoblin && settings.iTreasureGoblinPriority >= 3)
                                bBlacklistThis = false;
                            if (targetCurrent.iThisHitPoints <= 0.90 && DateTime.Now.Subtract(dateSincePickedTarget).TotalSeconds <= [COLOR="#FF0000"]25[/COLOR])
                                bBlacklistThis = false;
                        }
                        if (bBlacklistThis)
                        {
                            if (targetCurrent.ThisGilesObjectType == GilesObjectType.Unit)
                            {
                                Logging.Write("[GilesTrinity] Blacklisting a monster because of possible stuck issues. Monster=" + targetCurrent.sThisInternalName + " {" +
                                    targetCurrent.iThisActorSNO.ToString() + "}. Range=" + targetCurrent.fCentreDistance.ToString() + ", health %=" + targetCurrent.iThisHitPoints.ToString());
                            }
                            hashRGUIDTemporaryIgnoreBlacklist.Add(targetCurrent.iThisRActorGuid);
                            dateSinceTemporaryBlacklistClear = DateTime.Now;
                        }

I was wondering if it's possible to make the code in "red color" a configurable option in the GUI, this way, people can set their auto-blacklisting timer to their likings without changing it manually every update.
 
Thanks for the help guys, changed goblin priority to Normal and this seems to have fixed the issue with going back and forth.
 
[Trinity][CacheManagement]System.AccessViolationException: Could not read bytes from 00000008 [299]!
at Zeta.MemoryManagement.ExternalProcessReader.ReadBytes(IntPtr address, Int32 count, Boolean isRelative)
at Zeta.MemoryManagement.ExternalProcessReader.Read[T](IntPtr address, Boolean isRelative)
at Zeta.Internals.Actors.ACD.[](ACD , Int32 )
at Zeta.Internals.Actors.ACD.GetAttribute[T](Int32 attribute)
at Zeta.Internals.Actors.ACD.GetAttribute[T](ActorAttributeType attributeType)
at Zeta.Internals.Actors.DiaUnit.get_IsUntargetable()
at GilesTrinity.GilesTrinity.RefreshGilesUnit(Boolean AddToCache)
at GilesTrinity.GilesTrinity.RefreshStepMainObjectType(Boolean& AddToCache)
at GilesTrinity.GilesTrinity.CacheDiaObject(DiaObject freshObject)
at GilesTrinity.GilesTrinity.RefreshCacheMainLoop()
 
I am running and Archon Build Wizard and was wondering if there is anything I can change to kill all trash mobs. When in Archon form I need to kill everything but he runs past a lot of trash. Anyone know what to do.
 
How do we make it such that we use Rend ONLY when there is an elite pack and never use it otherwise..

Can someone help me with which code to comment out for this? thanks! :)
 
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is it possible to zoom in on the kiting problems in this plugin? the ranged heroes are kiting awkwardly
 
is it possible to zoom in on the kiting problems in this plugin? the ranged heroes are kiting awkwardly
Totally agree... make kiting a priority for the sake of ranged players sanity.
 
Totally agree... make kiting a priority for the sake of ranged players sanity.

Can you guys share your build? My DH is kiting like a boss, but, could be the skills i'm using.
 
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