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  • [Profiles] Adventure Mode Bounties - Community Edition

    Discussion in 'Archives' started by sychotix, Apr 4, 2014.

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    1. Dev0

      Dev0 New Member

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      Saw zerg thingie fail like 30 seconds into the run, jeebuz christ.... is the normal act 1 afkable yet?
       
    2. BlowMeDry

      BlowMeDry New Member

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      I updated the SVN and notice Act1_zerg.xml. What would this profile be used for?

      Btw, I am still using DB Beta 404 and works quite well.
       
    3. Dev0

      Dev0 New Member

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      blowMeDry, maybe read posts above you
       
    4. simplify

      simplify New Member

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      is it save for now to use the profile with new DB with 1.9 trinity & quest tool 2.0? havent updated it yet..
       
    5. Dev0

      Dev0 New Member

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      Na, as usual its just further and further away from being afkable with every update, this shit wont ever work
       
    6. dxterminator

      dxterminator New Member

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      After the bot does all bounties in act 4, it doesn't talk to tyreal and i dont get a reward :(
       
    7. Fujiyama

      Fujiyama Member

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      No shit would ever work if we were afraid of progress. Sometimes we need to break things and build new ones to progress. I'm currently using the latest of everything and it has never worked better. And thanks to this progress we might soon have the map markers working. I'm happy to "upgrade" to a broken build now and then as long as I know they are working towards something.
       
    8. Kazumakun

      Kazumakun Member

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      Caverns of araneae the little mounds that spawn spiders the bot seems to get stuck on them (sometimes they just dont pop and release whatever shit inside them) so the bot just stands there trying to go past them until manually moved (it goes to open the resplendent chest near the guy that tells you not to touch the eggs once opened trying to get out stucks the bot)

      imgur: the simple image sharer to the right is the chest (always spawns like this) and just a little to dark to see clearly is the npc on the floor to the right past the eggs, char gets stuck on that one un destroyable egg
       
      Last edited: May 7, 2014
    9. revbreeze

      revbreeze New Member

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      QuestTools: 2.0.0
      Trinity: 1.9.1

      Running act4 bounties - 8h+ no problems

      Thanks!
       
    10. xzjv

      xzjv Community Developer

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      Yeah I've seen that happen half a dozen times too, its pretty annoying, and apparently DungeonExplore makes the exact same decisions on navigation every time because if you go to town and then re-run it, it will go to the exact same spot and get stuck again.
       
    11. Oksehode

      Oksehode Active Member

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      Can't you just make waypoints for that specific profile?
       
    12. Drdemise

      Drdemise New Member

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      act 1 leoric manner it gets stuck at the fire place, any fix for this
       
    13. Darg

      Darg New Member

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      Act4 Bounty - Kill Diablo - bot just stands at the waypoint - trinity times out due to gold inactivity.
       
    14. Duaber

      Duaber New Member

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      Zerg mode works great on big maps but gets stuck at enemies in tight spaces. Only way this will work is the character wear illusionary boots or program a way to clear the blocking monsters.
       
    15. Kazumakun

      Kazumakun Member

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      Bounty: The Cursed Grove, Cleanse the Cursed Chest bot flip flops at chest before tripping gold timer gonna reset my logs so if it does it again i can post it as atm logs are massive
       
    16. xzjv

      xzjv Community Developer

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      Yup... Another way to avoid getting stuck on mobs is to put out constant area damage with skills like ice Armor-FrozenStorm and items like Ice Fire Walkers and Pox Faulds.
       
    17. Oksehode

      Oksehode Active Member

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      Or use Illusive boots. :)
       
    18. xzjv

      xzjv Community Developer

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      OK so I've been having a blast learning all this behavior tree goodness and debugging MoveToMapMarker.

      If anyone is interested, i have some prototype profiles checked in under the 'Alpha' sub-directory in SVN.

      It's looping through ONLY kill quests which have been wired up to the new marker.

      This is an experiment, don't bother if you are new to DB/Profiles, just wait for the stable versions later.

      You'll will want the latest versions DB/Trinity/QT on a fresh install that you can scrap later, and drop the files from the .zip file into into the QuestTools folder (MoveToMapMarker will be overridden, the other one is a new tag).
       
    19. Eclipse

      Eclipse New Member

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      Any news when act 2 is done for testing for us?
       
    20. xzjv

      xzjv Community Developer

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      Unlikely, it's a dynamic world. so everything changes except certain scenes, which are randomly placed with random filler stuff connecting them, the coordinates would change. its probably best to enhance the stuck routines to do something special on that world id when there are certain actors around (the egg sacks that are the issue with a certain range etc)
       
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