Giles had set the range to attack wardens to 150...the problem with this is your character was likely to go after the warden without finding him at the MoveTo point, thus negating my warden Check. So what i did is set it to a low value (25) so it didn't see the Warden, and set MY warden check to 150. So my script finds him, then sends your character after him wenhui123 - not sure what it's doing there, will have to look into it. On Acts 2 & 3, you will get a profile load error because I have to force the keyrun script to be disabled because on those profiles, it is possible to come in with NV3 or 4 (in rares cases 2 ack!). Your game should still run fine though, might attempt to teleport for the first minute or so but never do it because the program will continue telling your bot to MoveTo map points. FOR ALL RUNNING 1.2.1, I noticed a stuck point in Act 3 as a result of my new Keywarden search script. It happened on a narrow corridor. The bot eventually reset, but of course, never could get to the Keywarden. This is a result of the TrinityMoveTo script which I use to send your character to the position of the Keywarden. This is a straight line attempt to move, it doesn't work as well as the normal MoveTo, resulting in getting stuck. I am going to run through Act 3 and figure out where the stuck points are when it finds the keywarden. I'm thinking there may be 2-3 (the very beginning, the middle where I got stuck, and near the end where he is tucked away on a half destroyed platform). If you're worried, you can reduce the radius in the XML at the top: Code: <!-- Search map until Keywarden is spotted --> <While condition="not ActorExistsAt(256015, ZetaDia.Me.Position.X, ZetaDia.Me.Position.Y, ZetaDia.Me.Position.Z, [B]150[/B])"> Try changing the 150 to 75, or maybe 50. This will reduce the chances of my script properly firing, but it should prevent getting stuck in those small corridors. I'm gonna take a break for now and come back to this tomorrow. So far, my character has successfully attempted to go after the keywarden every run (I think I'm up to 9 or 10). Very promising.
I can assure you, the random works. It is indeed possible to run the same act in a row 3 or 4 times statistically (while not likely). If you find it going past 4-5, then something is wrong. I am ONLY running RadsAtom and Trinity, no other plugins. Make sure everything is up to date and freshly installed. I know some people have fixed their issues with a complete re-install. I've been running this now for about 2 hours, played through 10 games or so, and it has bounced around between all acts with no issues other than my 1 stuck in Act3 as a result of my keywarden "attack." The game eventually reset itself and started a new game, but a wasted run unfortunately. This is new territory here so expect some issues. I figure it is better to have lots of testers other than me since I seem to have a well oiled machine compared to other people lol. Signing off for awhile, gonna let the bot do it's 'thang and see what happens. So far, so good for me. Hope its performing well for most of you as well.
Yes I've gotten some good feedback on that. Thank you. I plan to reevaluate all of the Acts to determine quickest NV stack. I had a personal priority to get this puppy to kill the warden and warp out after. Based on my initial testing anyway, it seems to be working quite well! Couple things to iron out but well on it's way. Once I'm satisfied with that, I will go back and optimize the runs a bit.
I see. I thought they were supposed to run sequentially, didn't know they were supposed to be random. thx for ur work.
The bot has been running around more than four times in Darhgur Oasis trying to find keywarden. seems like it's in a loop doing this run forever. I wonder if this is caused by not finding the keywarden. (It's weird, sometimes, keywarden just doesn't spawn. or spawn in some area which is not covered by the profile.)
Yeah, I the bot will stop at the last MoveTo point if my keywarden script doesn't trigger (regardless of whether or not you killed the warden). I have a fix for this, paste this code in all of the keywarden areas of all acts (Misery, Oasis, Stonefort). Paste it right after the very last MoveTo Point, inside the <while> tags: Fields of Misery example Code: <MoveTo questId="1" x="1609.576" y="369.2259" z="0.1000001" name="Chuck Chuck" /> <!-- Missed Keywarden, leave game --> <TrinityLog questId="1" output="========== KEYWARDEN DID NOT TRIGGER, LEAVE GAME============" /> <!-- Go back to Town to get ready for next profile --> <If condition="Me.IsInTown==False"> <UseTownPortal questId="1" /> <WaitTimer WaitTime="2500" /> </If> <!-- Restart Profile --> <Continue profile="act1_start.xml, act2_start.xml, act3_start.xml" exitgame="true" /> </While> Just use the code from <!-- Missed Keywarden, leave game --> to <Continue profile="act1_start.xml, act2_start.xml, act3_start.xml" exitgame="true" /> I will apply fixes tomorrow and update OP.
my bot yesterday stuck at act 2 for 6-7 hours at base as i see with this thing all over the log. [03:46:42.747 N] [RadsAtom] - Loading next profile: C:\Users\Tony\Desktop\db\profiles\A1-A3 Keyhunt\act2_AlcToWinds.xml [03:46:42.747 N] [RadsAtom] - Resetting the deathcounter. [03:46:47.767 N] [RadsAtom] - Loading next profile: C:\Users\Tony\Desktop\db\profiles\A1-A3 Keyhunt\act2_AlcToWinds.xml [03:46:47.767 N] [RadsAtom] - Resetting the deathcounter. [03:46:50.687 D] [RadsAtom] - System.AccessViolationException: Could not read bytes from 00000000 [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.DiaObject.() at Zeta.Internals.Actors.DiaObject.get_ACDGuid() at Zeta.Internals.Actors.DiaObject.get_CommonData() at RadsAtom.Functions.Inactivitytimer.isBusy() [03:46:50.687 D] [RadsAtom] - System.AccessViolationException: Could not read bytes from 00000000 [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.DiaObject.() at Zeta.Internals.Actors.DiaObject.get_Position() at RadsAtom.Functions.Inactivitytimer.CheckMovement() at RadsAtom.Functions.Inactivitytimer.InactivityThread() [03:46:52.787 N] [RadsAtom] - Loading next profile: C:\Users\Tony\Desktop\db\profiles\A1-A3 Keyhunt\act2_AlcToWinds.xml [03:46:52.787 N] [RadsAtom] - Resetting the deathcounter. [03:46:57.837 N] [RadsAtom] - Loading next profile: C:\Users\Tony\Desktop\db\profiles\A1-A3 Keyhunt\act2_AlcToWinds.xml [03:46:57.837 N] [RadsAtom] - Resetting the deathcounter. [03:47:02.837 N] [RadsAtom] - Loading next profile: C:\Users\Tony\Desktop\db\profiles\A1-A3 Keyhunt\act2_AlcToWinds.xml [03:47:02.837 N] [RadsAtom] - Resetting the deathcounter. [03:47:07.857 N] [RadsAtom] - Loading next profile: C:\Users\Tony\Desktop\db\profiles\A1-A3 Keyhunt\act2_AlcToWinds.xml [03:47:07.857 N] [RadsAtom] - Resetting the deathcounter. [03:47:12.897 N] [RadsAtom] - Loading next profile: C:\Users\Tony\Desktop\db\profiles\A1-A3 Keyhunt\act2_AlcToWinds.xml [03:47:12.897 N] [RadsAtom] - Resetting the deathcounter. [03:47:13.687 D] [RadsAtom] - System.AccessViolationException: Could not read bytes from 00000000 [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.DiaObject.() at Zeta.Internals.Actors.DiaObject.get_ACDGuid() at Zeta.Internals.Actors.DiaObject.get_CommonData() at RadsAtom.Functions.Inactivitytimer.isBusy()
work pretty fine, good job, but in the act 1 there is a spot that the bot don't see, is the corner in the left after the initial bridge, sometimes the warden is here and the bot don't see him i use another image, the point is the yellow circle (don't pay attention in the letter i don't know what is it xD) and i note that the bot going stuck if he die just outside the manor before the bridge (where he reach the cheakpoint)
Let me take a look at the Misery points...I know he doesn't explore that region although can't say I've seen the Warden spawn there (he does spawn above it though for sure). I'll try and add map points anyway just in case since I'm finding more and more spawn points for Wardens. The Leoric death spawn should be fixed in the latest profile.
Hi Magi I've been testing your newest OP. I'm running Trinity 1.6.3.4 v4 and RadAtom 1.5.1. I'm experiencing in act 1 (only act 1) that the bot automatically stops and dies as the fifth stack of NV is obtained. I've attached a screenshot. The exact same situation has happened my three last act 1 runs. Edit: Also just happened in act 2 - what am I doing wrong? xD
v1.2.2 has been posted. Not much here but I fixed the Keywarden Warp script so that if it DOESN'T find him/or doesn't trigger my script, you don't get stuck. It should warp back to town upon the last wavepoint and start up a new Act. I also tweaked Act 3 Stonefort in one identified problem area. Not certain it will fix it just yet as I can't get Warden to spawn where I want him after many, many runs. In any case, this is a work in progress. This particular map is a PITA because of varying heights, corridors, stairs, towers, catapults, shamans, goblins, fire breathing pterodactyls, etc...
Wow, he just stops and dies (I assume enemy death, spontaneous death is no good!) Try downloading my latest version, though I doubt this will address your issue since that patch addresses the keywarden location profiles. I assume you are always getting the NV stack in festering woods? I'm going to send my char into Act 1 right now and see if I can replicate. Post a log if you can.
Yes this is a RadsAtom issue, but it's because I'm telling it to fail on purpose I have no way to disable their NV5 keyrun warp manually. So in Acts 2 and 3, I make they keyrun call and set the profile to nothing (so it fails)...this way in case you get to Oasis or Stonefort and only have 3-4NV stacks, it doesn't warp you out of the Oasis/Stonefort when you do reach NV5. I've already gotten word that this will be fixed in RadsAtom's next update. To further this, once I'm satisfied with my Keywarden Warp...I actually plan to switch the profiles completely around. Go after the keywarden FIRST (since you usually can gather a few elites before you find him). Warp out when you spot him, go hunt for the remaining elites, then go back and finish the job. I'm thinking this is the optimal method...even if you don't find him until near the end of the map. Future update of course...need to really fine tune Act3 to locate the warden and not get stuck.
My log was very long so I've cut out the part where the bot actually stops. I have both had the last NV in festering woods or different places - the bot still stops. These results are with your latest update.
Ok let me take a look...my bot just got NV5 in the exact same crypt your pic shows death, and successfully warped to Misery and is enroute to kicking some warden ass.