It's random, give it some time. I've had it pick the same act 3-4x sometimes. If you open up the START HERE profile, it will ALWAYS launch act 1 first, perform the random selection, quit the game, and start going. If you want to skip that, you can just start any one of the act_start profiles and then at the end it will randomly pick them. Bit surprised you aren't picking keys up though with the latest trinity (1.6.3.4)...mine has been picking them up. If you can find 1.6.3.1, I know that was picking them up too.
i gave it 12 hours:/ first it does act2 if i select it then it always go in act1. maybe i've to delete and reinstall db:/
Hi there again.I just tested the act 1 profile.Death handling is going awesome at least at leorik and the bridge that i die to try it.The thing is that something is wrong with festering woods profile cause when i got 5 stacks he tps at base as he have to but when he is going for weeping hollow leaves game and restart profile with randomizing new act.it happens 2 times in a row i test it so it must be a problem on changing from f.woods to fields of misery.
After you get NV5, usually within Festering Woods, it should TP to town and go to Fields of Misery. Yours went to wheeping hollow? I'm running act 1 now to see what it does (and test my new warp on killing keywarden )
Bad luck perhaps? lol Open up the FieldsOfMisery.xml file and make sure the last line where it goes to the next profile says this: Code: <!-- switch profiles --> <Continue profile="act1_start.xml, act2_start.xml, act3_start.xml" exitgame="true" />
Just ran it, got NV5 in the warriors nest, TP'd to town, warped to Cemetery to go into Misery. Worked as it should. If it happens again, give me specific details of what went on so I can try and replicate. Thx!
when he tps at base try run at the back where jewelcrafter is that's what i meant is going for weeping hollow.but in 3-4 secs just leave game and go over random profile again.
Can try running it again and send me the output of the DB Main info pane? Sounds like it loaded some profile (misery?) without TP'ing to the waypoint.
View attachment 2300 2012-10-23 22.26.txt this is my log file.#d time in a row same thing happened.get 5vn tp tpo base and start runing to the back at the town and not the waypoint.when bot passes the slaughtered calf in and goes to the end of it he leaves game instantly.
For those of you who are interested, I've got another TESTER for you. This is just for Act 1 right now. This new profile will attempt to warp and quit once it has killed the keywarden. You will need to rename it and replace your existing act1_FieldsofMisery.xml file. This will take it's place. You will also need to replace your Trinity.cs file with the one I have attached. Trinity released a modified version of 1.6.3.4 which addressed some issues, but more importantly it added a feature which goes after the keywarden at a radius of 150 (to give you an idea, treasure goblins are at like 65). This is great, however it actually counteracts what I am trying to do with this new profile. If you would rather not test this out, I would suggest at least getting that updated trinity file (I believe it is up to 1.6.3.4 - v4). It will find the wardens for sure if you ever missed one. Here what this does: Trinity file - only change I made was reduce the radius of the Keywarden to 25 instead of 150. The reason for this is I do a search before every MoveTo call to see if the keywarden is within a range of 150. If it is, your character should move towards the location of the Keywarden (or just stand there for a few seconds). You will also see a message in your DB info pane indicating the Keywarden is near. I then tell the bot to continue to go to the keywarden's location until he is dead. After that, it should grab the loot, warp to town, and start up the next act! ISSUES - Always issues of course. This "keywarden check" is performed each time you hit a wavepoint. However, there is no way for the check to perform in between wavepoints. So if you're on your way from Point A to B, and stumble upon the keywarden (due to chasing monsters/goblins or just walking), it will not perform the check, you will kill the warden, and continue through the profile as before. How frequently does this occur? Well seems about half the time so far, but I've been modifying parameters. Ways to improve this are more wavepoints, especially on the longer strolls. If we can identify all the spawn points of the Keywarden, that would help in creating a better movement path. In any case, give it a run and I'll keep at it on my end.
Did you try deactivating your other pluggins? I'm only running RadsAtom and Trinity...just want to eliminate any possibility of a conflict.
well i run with unidentify and relogger exept this 2 and i never have a problem at the previous profile ever.i try change the fields and festering woods xmls with the old ones.he get 5 stack and then bot normal goes to felds with wp and kill warden but didnt loot anything from him(kinda strange).just kill him and keep running the profile.
Can you post the old (working) XML files you were using? I've updated it a few times so I want to see the difference between the two of them. I know I removed a forced teleport to help with death handling and replaced with a wait timer so RadsAtom keyrun trigger would teleport you.
old file are form act 1-3 keyhunt zip and new files are from 1.1 version as you have them at first page.i remove the other 2 plugins so i got only gile and radsatom atom now and runing 1.1 profile see how it goes.
Seems RadsAtom's keyrun tag is still a bit iffy. I just ran this profile and while it tried to teleport back, it got interrupted by some monsters, which looks like it can screw it up depending on how long it takes to fend them off. Go into the Misery XML file and replace the top portion with this (basically the wait timer with a TP to town): Code: <!-- Warp to Town but not from keywarden location --> <If condition="(not Me.IsInTown) and (not Zeta.ZetaDia.CurrentLevelAreaId==19952)"> <!-- Wait for Keyrun Warp --> <UseTownPortal questId="1" /> </If> You could probably also increase the wait timer in there to something like 50000 instead of 10000. That might also fix it. Hopefully these issue will be addressed with the new RadsAtom release. Until then, I may just have to put this teleport back in instead of the wait timer. Let me know if that fixes it for you.