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  • [Funky] Another spawn of that GilesTrinity plugin!

    Discussion in 'Archives' started by herbfunk, Feb 28, 2013.

    1. Nazair

      Nazair New Member

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      Wanted to give it a try with Fallen's profile for act I and my monk.
      However every time when bot reaches moment to start moving it quits with error that DB couldn't initialize properly. I have attached log file.

      Also when I tried to configure coffee breaks bot just went down with standard windows info that program stopped running.

      //Edit
      OK, managed to get DB running again. Looks like your plugin does not like to have Trinity folder in /plugins/ directory.

      However, for some reason my monk is spamming Serenity every times it's off cooldown and does not keep up Sweeping Wind all the time.
      Will provide another log when bot is finished with test run.
       

      Attached Files:

    2. The Midnighter

      The Midnighter New Member

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      Love the look, and the settings. However, even if I can get the bot to START a profile - Any time the bot switches to a new profile (say, a different part of a run) - the bot stops working.
      This only happens when I have FunkyTrinity enabled, any idea what's up?
       
    3. The Midnighter

      The Midnighter New Member

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      Also, is anyone else having any issues with repairing items?
       
    4. herbfunk

      herbfunk Community Developer

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      uploaded new version v2102

      Fixed destructible issue.. among other things.


      What plugins and profile are you running? Maybe post a log so I can check it out..
       
    5. herbfunk

      herbfunk Community Developer

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      v2.2.0.0

      Uploaded v2200

      This update extracted the Targeting Update Logic -- into new separate classes derived from a new abstract class called TargetBehavior. The original method is now a few lines of code! And future additions or changes can be easily managed with the separation.

      Other Changes:
      Grouping Behavior is working again..
      Ignoring Above Average Units no longer allows exceptions from cluster settings.
      Added new separate log file for Funky only logging.
      Added plugin update check to notify of new updates. (in the future!)


      Feedback and ideas for future additions are always welcomed!

      Until next time :p
       
    6. icotulookin

      icotulookin Banned

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      I haven't tried this yet but I am curious if you have fixed yours where others have failed using Firebats correctly by channeling it instead of constantly clicking it until you're oom and dead. My WD is pretty geared and he can tank MP 10 spamming Firebats but when I bot I can't go past mp5 because the it spams Firebats and you're oom in 2 seconds or it's spamming Acid Raid and you're oom.
       
    7. submarine

      submarine New Member

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      HI
      Found following issue with targeting
      [​IMG]
      and
      [​IMG]

      Not look ion Turbohud and Hell. I used it to quicly find exact as possible environment where bot have issue.


      Question to developer of plugin
      I can report a lot of such situations where bot behaviour little bit not logical. Do you need them ?
       
    8. submarine

      submarine New Member

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      Issue :
      Bot stuck too recent trying to shoot in destructables throough not destructable objects

      Is it possible to force bot to use Acid cloud in case if couple attempts of primary shoots not success against destructables.
       
    9. herbfunk

      herbfunk Community Developer

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      Thanks submarine for the feedback!

      I've changed the way Line of Sight is conducted.. specifically on ranged abilities and the testing to eliminate issues like the one you posted.

      In addition to the Line of Sight changes, I also manged to fix some annoying issues such as being stuck -- which now should resume movement much sooner. Profiles being reused should also be fixed.

      All changes can be found @ https://raw.github.com/herbfunk/Funky/master/FunkyTrinity/__HerbFunk_RevisonLog.txt
       
    10. submarine

      submarine New Member

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      Hi. again
      Thanks for fresh version.
      I am again have question or feedback , even not know how better to describe.

      Issue 1:
      As i undertand current behaviour of avoidance depend from damage already got. In most sitiations it is little bit not logical.
      For example pack of elites with affix Molten. If these elites died on one place and bot stay near place of dead result will be 100 % death and it not depend from level of resistance and armor.
      Is it possible to avoid such damage before got any damage from molten explosion. May be such setting already exist but i not know about it.
      Issue 2:
      Look like avoidance from Frozen not work at all. Bot stay in zone of freeze. May be better to try to create avoidance before freezed instead of after.

      Small feedback:
      Is it possible to implelemt battle feature : Try to keep distance from monsters or range fighting. Current default behaviour is close distance combat. Of course sometimes bot fight from distance but recently appear too close to dangerous monsters. Sorry if i ask something really diffecult to implement. Due to it a lot of issue with fighting against Hulking Phasebeast in case if it become elite.
       
    11. herbfunk

      herbfunk Community Developer

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      Submarine,

      Avoidance trigger from health being at or below the set value while inside the avoidance radius. Setting the value at 1 (100%) will always attempt to stay out of the avoidance, but there are exceptions, such as if currently in spirit walk -- then it will ignore the trigger.

      Avoidance safety search uses weighting to determine if any other location is more "safe" than the current, and this takes into account both monster and avoidance -- so sometimes it will not move simply because it can't or it failed to find a better location.

      Multiple avoidance do not affect the logic of triggering -- although you make a good point -- 3 is much more deadly than one. I was actually planning on making clusters for avoidance objects, and using the clusters to determine the "threat" of intersecting them. Maybe when I'm finished with the new ability and targeting changes, I'll revisit that idea..

      I did manage to find a few bugs that were affecting avoidance movements, and now the bot will actually move without ending prematurely.

      I posted a new update -- which is a setting overhaul and additional line of sight changes, among other things.. (spirit walk also got some attention!)
      https://raw.github.com/herbfunk/Funky/setting/FunkyTrinity/__HerbFunk_RevisonLog.txt


      As for your feedback, there is currently the option to Flee -- however I don't recommend it if you get hurt easily, since it may be more deadly than helpful.

      Kiting is something I want to implement -- I have a few ideas on how to trigger it and how to execute behavior.. But adding additional behaviors right now would be overload and I'd rather be fine tuning the new changes before trying to add additional ones!

      Thanks again for the feedback :p
       
    12. submarine

      submarine New Member

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      Hi
      Got an issue with compiling after installation lastest version
      16:31:56.022 N] Compiler Error: c:\path\FunkyTrinity\Config\Avoidance.cs(37,62) : error CS0102: The type 'FunkyTrinity.Funky' already contains a definition for 'dictAvoidanceRadiusDefaultsType'
      [16:31:56.023 N] Compiler Error: c:\path\FunkyTrinity\Config\Avoidance.cs(54,63) : error CS0102: The type 'FunkyTrinity.Funky' already contains a definition for 'dictAvoidanceHealthBarbDefaultsType'
      [16:31:56.023 N] Compiler Error: c:\path\FunkyTrinity\Config\Avoidance.cs(70,63) : error CS0102: The type 'FunkyTrinity.Funky' already contains a definition for 'dictAvoidanceHealthMonkDefaultsType'
       
    13. herbfunk

      herbfunk Community Developer

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      Yeah it happens sometimes -- GitHub lags behind after I update, giving me a older version..

      Should work now.. I tested it this time. :rolleyes:
       
    14. Nazair

      Nazair New Member

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      This is funny.

      I downloaded fresh DB and installed your plugin.
      Bot just does not want to do anything - standing in the middle of a town looking dumb :p

      Didn't even make serious changes in default settings...

      Below I attach all there is in log file:
      Is there something I missed in order to make your plugin work? Last time it started just fine >.<
       
    15. mistermr26

      mistermr26 New Member

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      not sure if its a just me problem or something but on my WD it seems that it uses soul harvest to soon or just when ever it wants. not necessarily when there is mobs in range or any mobs around at all.
       
    16. herbfunk

      herbfunk Community Developer

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      Okay, v2311 posted -- compared to v2100 the major changes include setting class overhaul and line of sight checking optimized. Among issues fixed include the trinity explore breaking on townportal during gold timeout.

      Thanks for the feedback! I did change the soul harvest ability conditions, so it shouldn't randomly fire anymore...
       
    17. rrrix

      rrrix DEVELOPER Buddy Core Dev

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    18. rrrix

      rrrix DEVELOPER Buddy Core Dev

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      Humm just tried this again today. Barb on Inferno A2 In a Rush. Fresh install of DB and Funky, no other plugins. Only change in settings I made was my item rules.

      Bot wouldn't attack anything. Doesn't look like you support default attacks?

      Barbs can use SNOPower.Weapon_Melee_Instant when no "primary" attack is present.

      using this build: Barbarian - Game Guide - Diablo III

      I switched HOTA for Bash: Instigation and it started working fine.
       
    19. herbfunk

      herbfunk Community Developer

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      My Logic code checks current behavior Waypoint/Townportal/WaitTimer/UseObject tags and sets Out-Of-Combat flag, which will allow any units nearby as targets, disabling any ignoring that normally occurs.


      Yeah I realized this was an issue today. I solved it by adding a property if default attack can be used. This property is reset every selection call -- false when default attack is not actually contained in the hotbar. Its set to true when an ability that is combat-capable fails energy check during precast conditions.
       
    20. herbfunk

      herbfunk Community Developer

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      2321 updated with new unified TrinityTownPortal Tag :cool:
       

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