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  • [Release] Demonbuddy - Illustrious Monday build (#255)

    Discussion in 'Archives' started by Nesox, Oct 1, 2012.

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    1. abuser

      abuser New Member

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      does server up? or is still authentication problem?
       
    2. ShaRa29

      ShaRa29 New Member

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      yay, fast authentication is back !

      edit : nvm, my fault >_<
       
      Last edited: Oct 3, 2012
    3. finni

      finni Member

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      even with DB 255 this stuck in town happens very often....it makes the bot really really non afkafable and it screams: BAN ME PLZ !!! ;-(

      we need this problem solved asap ;-/
       
    4. abuser

      abuser New Member

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      hey does only me got authentication failed?? How to fix this ?? I can login for 2 of my keys...
       
    5. akeem

      akeem New Member

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      so far the new build is running pretty well
       
    6. Pkt

      Pkt New Member

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      [Bug?]condition="ActorExistsAt not working with DB255

      I upgraded from 250 to 255 and noticed some strange behaviour on my profiles, after some digging I found that tags like(this one for the waypoint in the tower of the damned lvl 1:
      Code:
      <If condition="ActorExistsAt(6442, 1041.245, 990.0298, -9.890291, 40)"> 
      weren't entering the conditional anymore.
      Did a a Dump RActors standing right on top of the WPand it threw:
      Code:
      [00:58:39.186 N] [24F09608] Type: Gizmo Name: Waypoint-3679 ActorSNO: 6442 WaypointNumber: 7
      So I don't understand why this is happening...

      Anyone has this issue too?


      EDIT: Fixed it with a waittimer...
      Code:
      <UseWaypoint questId="1" actorId="6442" x="402.5403" y="414.342" z="1.5338" waypointNumber="7" />
      <If condition="ActorExistsAt(6442, 1041.245, 990.0298, -9.890291, 40)"> 
      Doesn't work

      Code:
      <UseWaypoint questId="1" actorId="6442" x="402.5403" y="414.342" z="1.5338" waypointNumber="7" />
      <WaitTimer questId="1" waitTime="500" />
      <If condition="ActorExistsAt(6442, 1041.245, 990.0298, -9.890291, 40)"> 
      Works...
       
      Last edited: Oct 3, 2012
    7. Gardettos

      Gardettos New Member

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      You guys really need to work on the navigation of moveto's on the different z vector's. The vast majority of all my problems are traced back to stairs.
       
    8. boudboa

      boudboa New Member

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      Anyone willing to write a nav server replacement plugin xD

      I m sure they will be happy to put it on download :)

      It would lighten their nav server load a lot 8)
       
    9. imakii

      imakii New Member

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      I have a request.. will DB's future updates include atleast drop down of all skill lists? since when you switch to known skills that are, i guess embedded already inside DB but u dont see it. There are preset skills that are recommended but I for one tries other skills if i dont see it fit, this lead me to seeing that DB still reads it and tries to use it?

      Will DB release atleast all skill list in a drop down menu aside from preset recommended skills?
       
    10. Foss

      Foss New Member

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      255 is running a lot better thank you!
       
    11. Gingerbread

      Gingerbread New Member

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      I've run in to an issue with ExploreArea writing a profile that is trying to find Forgotten Ruins inside the Oasis map in Act2. It needs to find entance to dungeon and enter, then explore the dungeon until it finds the exit PortalStone, then click the stone to return to the entry point where it continues the profile from where it left off.

      I can't get DB to click the PortalStone at all.

      If I use:

      Code:
      <ExploreArea  questId="1" stepId="1" boxTolerance="0.55" boxSize="26" until="ObjectFound" actorId="135248" />
      <WaitTimer WaitTime="3000" />
      <UseObject questid="1" actorId="135248" isPortal="True" interactRange="60" />
      <WaitTimer WaitTime="3000" />
      It explores and gets to the portal stone, then the profile exits without clicking hte stone.

      I can't use:

      Code:
      <ExploreArea  questId="1" stepId="1" boxTolerance="0.50" boxSize="15" until="ExitFound" exitNameHash="-2108639540" />
      as the entrance has the same Hash as the portalstone. This makes DB enter the dungeon and decide it's found the exit immediately (it's standing on a portal with the same hash # after all) so no exploring happens.

      Is there some way of making this work? I am running DB .255 with no plugins using Belph cc.
       
    12. DDaems

      DDaems New Member

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      You could try implementing

      <If condition="ZetaDia.CurrentWorldId == xxxxxxx">
      <UseObject questid="1" actorId="135248" isPortal="True" interactRange="60" />
      <WaitTimer WaitTime="3000" />
      </If>

      exitgame="true"

      Don't know if it would work.
       
    13. Gardettos

      Gardettos New Member

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      I am officially giving up on random dungeons. To many things broken that I just can't fix.

      1) Until=Exit or Object found radius is so big. It has to be over 150. This is getting triggered before it is even on the screen. Box Size and Tolerance have no effect on changing this. So to use the object or exit I have to set the interactRange to over 150.

      2) IfActorExists, Since the bot defaults to FullyExplored when it doesn't find an exit or object. I can't reliably use an object without making the bot going haywire if the exit/object is actually not around . I can't even use IfActorExists without xyz. I need to check the ability to see if an actorid is in a range without xyz.

      3) leaveWhenFinished simply doesn't work. I can't set it to fullyexplore and leavewhenfinished=true . The bot will stop after it fully explores. It doesn't attempt to leave.

      You guys should be straight embarrassed that after 5 months you can't get this to work.

      I don't even know why I am wasting my time writing this out. Your only response to technical support is fresh install with no plugins. Just getting old providing work for a company that simply doesn't care about it's developers. Cause when a profile isn't working right. I have to provide the technical support.
       
    14. Polyester

      Polyester New Member

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      ive been testing keep depths and arreat crater a lot lately so i share your frustration. im pretty much convinced that arreat crater 2 isnt doable, but keep depths is pretty reliable.

      regarding your first point ive never had this happen, is it possible that because of your box size/tolerance the bot isnt able to find a path to the exit? (and will continue to the useobject line after everything else is discovered). the other two i havent had to use in testing what the maps im using so i cant really comment. what dungeons are you trying? i can help test them if you like.

      i completely agree with what youve said, the level of support is pretty appalling and if it wasnt for the community doing shit for free this bot wouldnt even exist.
       
    15. Polyester

      Polyester New Member

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      ive never tested using a portal stone so this might sound like a really dumb suggestion but are they considered a portal? have you tried without isportal=true?

      for the second bit, again i havent tested the area youre in so sorry if it sounds dumb. the bot defaults to fullyexplored if the exit or object isnt found, and from looking at your size/tolerance i think its pretty likely it has nowhere to go so it just continues to the next line.
       
    16. Gingerbread

      Gingerbread New Member

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      Doesn't work.

      That code tells the bot if worldId=x useObject Y, only you haven't told it to do anything other than useObject. If it can't see the object you've told it to use it'lll stand there until the unstucker kicks in then it'll walk in circles for a little while, then the inactivity timer will kick in and it'll leave the game.

      I have the profiles written for Forgotten ruins, Cave of the Betrayer, and Vault of the Assassin, those are the 3 Zultan Kulle random areas in Act 2 and they'd add an extra 12+ champion pack kills to the farm run. I can't actually release any of these though because using portal stones is either borked, or I am doing it wrong.
       
    17. Gingerbread

      Gingerbread New Member

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      Yes I've tried with not putting an argument in there at all, and I've tried setting isportal="false" as well. I know that the stones work ok if you can ID them via an exit hash # cos we do that in some other profiles, the problem here is that the entrance portal and the exit portal stone have the same hash number.

      I've also tried hand clearing the area and standing the bot right on top of the portal stone, then starting the profile from there. It walks up to the stone, pauses, and won't interact with it if I use useobject.

      that size tolerance or something very close to it was suggested to me by supereeen. I've tried lots of variations and for the 3 random maps I am trying to run those seem to give the best results and fewest stucks. The way the random explorer code as described to me is that the bot will try and get to every box in it's map unless something interrupts it (like finding something it needs to interact with first) the fewer boxes your map has the faster and more efficient the clear will be. Not every last corridor needs to be in a box as the bot will automagically walk through corridors on it's way to get to the next box and explore those anyway. The tolerance value effects how far the centre point of each box is allowed to move that the bot is trying to get to and is very like pathPrecision in a normal static map profile.

      Some updated docs, and a how to use random stuff guide would be much appreciated. I feel like I'm so close to getting all this working how I'd like it to and yet still so far away.
       
    18. Polyester

      Polyester New Member

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      well the only documentation ive even seen regarding random dungeons is a small part written about the ExploreArea tag in the release notes
      from what ive seen the description of boxtolerance isnt even accurate. from my testing the boxtolerance is the percent of the box size that needs to be a navigable area for it to be considered a box, in your case 50%. do some testing in the map viewer and youll see what i mean.

      you said
      yes it will walk through corridors but only if that corridor is considered a box, if there is a gap between boxes (because the corridor isnt considered a box) it wont navigate there.

      dont take what ive said as fact, i may be way off the mark here but what ive said seems pretty consistent with what ive tested


      edit: what area is this portal stone in? im going to go test it
      edit2: yeah i couldnt get portal stone working, zoltun kulle thing im not sure how you could do that other than just explore until fully explored
       
      Last edited: Oct 4, 2012
    19. Gardettos

      Gardettos New Member

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      DB doesn't have the ability to press the ok for the teleport stone or to go the next act ie from 1 to 2 to 3 to 4. I use RadsAtom which has a built in ok clicker. I figured out also the range the bot find's objects is around 75 to 80. So the interactRange has to be at least 80. The problem again comes back when the bot doesn't actually find the object but simply thinks it is fully explored so it goes back to the next line. Without an if command to check to see if SNO is actually in a certain range it will always eventually get stuck.
       
    20. Polyester

      Polyester New Member

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      what dungeon is this happening on? or is it all of them?
       
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