I modified Swaggasauruz's profiles for this, and combined the two runs. Works well unless you want to destroy destructible objects. Known issues: Sometimes bot gets stuck for a bit at the pillar before Azmodan. If you have it destroy destructibles set in Trinity, a melee bot will sometimes get stuck at WP out of TD 1. It will backtrack to kill the object, then back to WP until the object is blacklisted. If you want to take advantage of your Warzchian Armguards on a WW barb this profile won't work unfortunately efficiently unless you alter your trinity config (even then it isn't super). What I did was equip weapon throw and made the following changes. (This stop the issue most of the time, and if it doesn't happen the hang up isn't for as long) in barbariancombat.cs insert: if (Hotbar.Contains(SNOPower.X1_Barbarian_WeaponThrow)) return new TrinityPower(SNOPower.X1_Barbarian_WeaponThrow, V.F("Barbarian.WeaponThrow.UseRange")); above if (Hotbar.Contains(SNOPower.Barbarian_Overpower)) Under the 'private static TrinityPower DestroyObjectPower' function I tried pathing closer to the destructibles near the WP to avoid having to do this, but trinity won't attack them all the time. In general for my barb, if it does go to attack a destructible object it won't go near enough to it for WW to hit. Maybe this can be fixed by adjusting the attack range of WW in Trinity with respect to destructibles, but I wasn't able to find this option. Maybe Rrrix can fix this in a future trinity update.
is there something with bot? because it ran for like 1 hour flawless & now my bot crash... then i need to relog the bot :/
Did you also fix this bug. Read below: I can definlty say that Code: Version 1.4 Core+Azmo Skips Questv3 - extended wait timer after killing Azmo to fix some looting issues. Works like a charm ! I had 2 bugs which 1 is solved with this extend wait timer. Thanks. did 79 runs and he pick al the 79 runs the items. he doesnt walk or ignored away That extended wait timer is realy fix a bug i had that doesnt pick the items up EVEN when the inventory is fully empty. I can say by this that this is deffnilty better profile!. Great job. One bug down 1 to go. But still i got 1 bug left and that is when you inventory is almost full he can't farm the items that are pickable. So after defeated Azmodan he telports to town to salvage / sell items. But after that he doesnt go back to Azmodan place to farm the remain items that i realy know that are pickable. It seems something is cutting it the profile/command i gues. I make a movie of it soo you know what i meaning. Please take a look at it and see what i meaning. First clip is he doesnt pickable items when the inventory is full after salvage/sell items he finnised the route/profile to make a new game. Second clip is pick the items after he automatily goes to town after that i prove manualy to go back to azmodan to show that the items are pickbable. if i don't do manualy he makes a new game @Swaggasauruz please take a look at it Alilopsd-lipa - YouTube
I am seeing the stuck before azmo 100% of the time and it's causing bot to log out every game after enough attempts. Other than that, this bot is amazing Great work!
The azmo stuck is something I'll look into this weekend. Presumably it's a pretty simple fix. I'll post an update if I get time to look at it. I'm having fun actually playing the game so not sure how much time I'll spend on this.
Same fix here as with Swagg's profile... (I posted this in his thread originally) -- I made a minor edit to the end of the profile, in order to make sure that it doesn't get stuck continually on the pillar before Azmodan (for people using the profile that includes it, of course): Before: Code: <MoveTo questId="101758" stepId="1" x="638.8939" y="643.2639" z="60.275120" pathPrecision="10" /> <MoveTo questId="101758" stepId="1" x="551.4349" y="552.9027" z="2.8903460" pathPrecision="10" /> <MoveTo questId="101758" stepId="1" x="501.9874" y="533.5679" z="0.1000014" pathPrecision="10" /> <MoveTo questId="101758" stepId="1" x="415.9854" y="431.4922" z="0.2898692" pathPrecision="10" /> <MoveTo questId="101758" stepId="1" x="423.1238" y="451.7899" z="0.2905538" pathPrecision="40" /> After: Code: <MoveTo questId="101758" stepId="1" x="638.8939" y="643.2639" z="60.275120" pathPrecision="10" /> <MoveTo questId="101758" stepId="1" x="551.4349" y="552.9027" z="2.8903460" pathPrecision="10" /> <MoveTo questId="101758" stepId="1" x="501.9874" y="533.5679" z="0.1000014" pathPrecision="10" /> <MoveTo questId="101758" stepId="1" x="492.9854" y="526.4922" z="0.2898692" pathPrecision="10" /> <MoveTo questId="101758" stepId="1" x="489.0000" y="513.0000" z="0.2905538" pathPrecision="10" /> <MoveTo questId="101758" stepId="1" x="423.1238" y="451.7899" z="0.2905538" pathPrecision="40" /> I just modified the set of waypoints and added an extra one to walk completely around the pillar and into the cutscene trigger zone. Edit: Also, you could move the town run duties (salvaging and such) to the beginning of the profile -- like Spacey does with his A1 Leg Runs -- and make the issue with 'not going back for Azmo loot' go away. I'll take a swing at it and see if I could shoehorn that on there so it works, too.
I did some editing to profile and put the fix that Shinyknight was saying. Here some versions of this profile: View attachment TD1_Core_Azmo (Swaggasauruz ftw) - Only Core.xml Only Core View attachment TD1_Core_Azmo (Swaggasauruz ftw) - Core + Azmo.xml Core + Azmo only View attachment TD1_Core_Azmo (Swaggasauruz ftw) - No Azmo.xml No Azmo View attachment TD1_Core_Azmo (Swaggasauruz ftw) - Fix.xml Full Profile No stucks, 100% afk. Great to run on T1. Ps. Did some editing to profiles, if you downloaded earlier, please, re-download. Ty