What's new
  • Visit Rebornbuddy
  • Visit Panda Profiles
  • Visit LLamamMagic
  • Visit Resources
  • Visit Downloads
  • Visit Portal

Unified Trinity Community Edition

Status
Not open for further replies.
i installed this version of Giles. But all my bots are doing less GPH and i get this error:

Code:
[16:58:52.808 Q] [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()
 
Hey devs, if you can give me a lead on how to access the current Enemy list while in combat, I could have a very interesting change for all the monks around here.
I need to be able to see what monsters are around me and to get on of their id's based on their current / max hp.
If you can point me in the right direction it would be nice :)

thx
 
1.7.1.4: Wizard ignores "kite only in archon form".

edit: gah, this is what i get for not reading even the last few posts.
Sorry.
 
hi people this dont work my dont moev only unstuckme move a bit my monk ... can help any ?
 
Can you guys share your build? My DH is kiting like a boss, but, could be the skills i'm using.

My biggest problem with the kiting is that my DH favors vaulting a little too much in combat. I will try tweaking around a bit with the kiting distance and see if it prevents her from over-vaulting in combat. I think that is why mg003 made the necessary changes to only vault if it was necessary for health globes and what not because a lot of DH builds incorporate Gloom and utilize it to get a few more shots off for the kill before vaulting away.

Really there are two purposes of vault:

1. Get from point A to B quickly. The current vault delay works great with this scenario.
2. Vault when in danger or combat to avoid getting hit. The delay doesn't work nearly as good with this as its not always wise to over-vault in combat. Imagine being in the The Keeps and your over-vaulting into the walls only to get slammed in the face with no gloom to protect you because your disc is depleted.

Couple solutions I had in mind:

1. I wonder if a combination of running towards health globes (if they are within close proximity) versus vaulting to every one of them would help out with the disc usage. You could base it on the disc level at the time. The lower the disc, the more favored running is within proximity to a globe.

2. If a health globe is far away, don't run 60 yards to fetch it if you have other options to use like being underneath gloom or you have potions to use. Obviously vault away for safety is good but shooting will heal you up too, so maybe a mixture of running towards a globe (if within close proximity), fire a few shots, continue running or vault if its at a distance, fire a few shots. Scoot n Shoot mode baby!

3. When waiting for a molten core to expire, favor running versus vaulting for the length of the core. I find my DH vaults about 3 times before the core expires. Sometimes she even vaults into it only to vault out again to safety.

4. Favor running/vaulting to health globes that are not towards the firing enemy; unless the health globe is the only one within min non-elite kiting distance. Why do this? Because right now the DH will vault into an elite pack to fetch a health globe, even though there is one away from the elite pack at nearly the same distance. So she's double vaulting here: one to get the globe and the second vault to avoid.

Overall it works pretty damn good though so don't take me wrong. I think there just needs some minor improvements here where combat sometimes has the upper hand over avoidance and vaulting is used a little more sparingly in combat.

Link to my build: Demon Hunter - Game Guide - Diablo III
Specs(ish): 213k dps, 273 AR, 24% MS, 1.88AS, 46% CC, 370% CD, 43k health (+ 2 disc regen from legacy nat set)

---------------------------

Side note: Add avoidance to demon mines and those exploding mines (the ones that sit around those fatties in craters for example).
 
Last edited:
"Wait for loot drop - Delay after kill" doesn't work. I have seen right now how bot has killed keywarden and run further rapidly not picking a key! What if next time it will run away from dropped mace over 9k $ worth?!
 
"Wait for loot drop - Delay after kill" doesn't work. I have seen right now how bot has killed keywarden and run further rapidly not picking a key! What if next time it will run away from dropped mace over 9k $ worth?!

Was your bag full? I've noticed that sometimes after killing warden, it must go to town before it can pick up the key. On top of that, i've monitored my bots for countless hours hand have NEVER seen them miss ANY legendary including keys and organs.

If you have a log, that would be helpful too
 
Getting a bit of this now and then. Doesn't seem to affect the bot though.

Code:
[05:12:51.301 Q] [Trinity][CacheManagement]System.AccessViolationException: Could not read bytes from 00000418 [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_IsNPC()
   at GilesTrinity.GilesTrinity.RefreshGilesUnit(Boolean AddToCache)
   at GilesTrinity.GilesTrinity.RefreshStepMainObjectType(Boolean& AddToCache)
   at GilesTrinity.GilesTrinity.CacheDiaObject(DiaObject freshObject)
   at GilesTrinity.GilesTrinity.RefreshCacheMainLoop()
 
Getting a bit of this now and then. Doesn't seem to affect the bot though.

Code:
[05:12:51.301 Q] [Trinity][CacheManagement]System.AccessViolationException: Could not read bytes from 00000418 [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_IsNPC()
   at GilesTrinity.GilesTrinity.RefreshGilesUnit(Boolean AddToCache)
   at GilesTrinity.GilesTrinity.RefreshStepMainObjectType(Boolean& AddToCache)
   at GilesTrinity.GilesTrinity.CacheDiaObject(DiaObject freshObject)
   at GilesTrinity.GilesTrinity.RefreshCacheMainLoop()
Im getting the same. It lowers my GPH by 100-200k

I just figured out. When this happens DB starts to use up all your CPU!!! each of mine DB starts to use 15-25% compared to before 6-11%
 
Last edited:
Im getting the same. It lowers my GPH by 100-200k

I just figured out. When this happens DB starts to use up all your CPU!!! each of mine DB starts to use 15-25% compared to before 6-11%

as has been stated countless times in this thread, the [299] error is simply extra error reporting. Should have been logged at a different level but wasn't. It will not affect your bot in any way at all.
 
Hello to all developers and users working on this plugin, without you db botting would not be any close to what it is at the moment.
I have a question tho, my wizard since i moved from 0.45 to the newest available does a weird thing that is changed inside the plugin.
So let me try to explain this, when my wizard is surrounded by enemies he tries to kite them and not attacking them resulting in meany deaths, this is i guess good for higher mp's but at lower one's where i can 1 shot everything it's much faster to just kill them then to kite them around and attack every few secs when he gets far enough.
So my question is can a radius or something else be lowered or even turned off by user and if yes where?

Thanks again for the great work!
 
Hey devs, if you can give me a lead on how to access the current Enemy list while in combat, I could have a very interesting change for all the monks around here.
I need to be able to see what monsters are around me and to get on of their id's based on their current / max hp.
If you can point me in the right direction it would be nice :)

thx

? :/
 
any fix to make bot kill monsters before endlessly casting teleport?
 
as has been stated countless times in this thread, the [299] error is simply extra error reporting. Should have been logged at a different level but wasn't. It will not affect your bot in any way at all.
This version of Giles is better, smarter and faster. But something is off. Coz my DB uses way to much CPU usages. Dont know why. So I cant use it :/ Still using 1.6.3.4.

Any one know what im doing wrong? I made a clean install of my 4 bots. Use YAR relogger, RadsAtom 1.4, Giles and ErrorClicker 0.1

Thank you
 

RefreshDiaObject.cs
RefreshDiaObjects.cs

This is where Trinity starts looking at things in the world (monsters, objects). I'm not sure if both are being used, I'm inclined to say RefreshDiaObject.cs is the original and RefreshDiaObjects.cs is what rrrix re-wrote and is currently using. I'd start there.

EDIT -

Check out Weighting.cs.

There is a loop through the object cache:

Code:
 foreach (GilesObject cacheObject in GilesObjectCache)
{
     // now you can do whatever you want here for each monster...make you do this only to monsters (GObjectType.Unit)
}

You should be able to figure it out from that file as opposed to RefreshDiaObject.
 
Last edited:
Status
Not open for further replies.
Back
Top