Guys i have one big issue.with radsatom enable when my bot dies ,release and tp to town then start the profile from start.
Unfortunately when reaching NV5, you didn't always TP to town and it just loaded the next profile, meaning you'd walk the keywarden profile in the wrong area ending up being stuck permanently. To fix this, I force a teleport on the keywarden locations ONLY which means everytime you die in that area, it will TP to town and reset your progress. All other areas should work fine. Sorry guys, this should be fixed soon as I'm waiting for DB to give me access to some info I need to do some checks. They do in their beta, but not in the public release at the moment. Should be fixed in the near future though. EDIT: I was prompted for a new update so I will test it out and see if they've given me access to the properties I need. Should be fixed in the near future. EDIT2: New DB update gave me access to what I need, this seems to be working for me. It will no longer TP to town when loading keywarden locations unless you are outside of town AND NOT in the keywarden location. This should fix the death handling issue. Initial tests all worked properly, but I'm going to let it run through all the acts for a bit and make sure it all works well.
Hey mines just doing this: [11:43:35.011 N] [RadsAtom] - Resetting the deathcounter. [11:43:35.031 D] Exception during scheduling Pulse: System.NullReferenceException: Object reference not set to an instance of an object. at Zeta.CommonBot.ProfileOrderManager.(IEnumerable`1 ) at Zeta.CommonBot.ProfileOrderManager.UpdateCurrentBehavior() at Zeta.CommonBot.ProfileManager.UpdateCurrentProfileBehavior() at Zeta.CommonBot.Logic.OrderBot.(Object , EventArgs ) at Zeta.CommonBot.Logic.BrainBehavior.() [11:43:35.031 N] [RadsAtom] - Loading next profile: C:\Dbuddy\Profiles\A1 Keyhunt\Antidote_LeoricsHuntingManorA.xml [11:43:35.271 N] Loaded profile [A1 - Inferno] Keywarden Hunt - Leorics manor + Leorics hunting grounds A [11:43:35.371 N] [RadsAtom] - Resetting the deathcounter. [11:43:35.391 D] Exception during scheduling Pulse: System.NullReferenceException: Object reference not set to an instance of an object. at Zeta.CommonBot.ProfileOrderManager.(IEnumerable`1 ) at Zeta.CommonBot.ProfileOrderManager.UpdateCurrentBehavior() at Zeta.CommonBot.ProfileManager.UpdateCurrentProfileBehavior() at Zeta.CommonBot.Logic.OrderBot.(Object , EventArgs ) at Zeta.CommonBot.Logic.BrainBehavior.() [11:43:35.391 N] [RadsAtom] - Loading next profile: C:\Dbuddy\Profiles\A1 Keyhunt\Antidote_LeoricsHuntingManorB.xml [11:43:35.631 N] Loaded profile [A1 - Inferno] Keywarden Hunt - Leorics manor + Leorics hunting grounds B [11:43:35.731 N] [RadsAtom] - Resetting the deathcounter. [11:43:35.751 D] Exception during scheduling Pulse: System.NullReferenceException: Object reference not set to an instance of an object. at Zeta.CommonBot.ProfileOrderManager.(IEnumerable`1 ) at Zeta.CommonBot.ProfileOrderManager.UpdateCurrentBehavior() at Zeta.CommonBot.ProfileManager.UpdateCurrentProfileBehavior() at Zeta.CommonBot.Logic.OrderBot.(Object , EventArgs ) at Zeta.CommonBot.Logic.BrainBehavior.() [11:43:35.751 N] [RadsAtom] - Loading next profile: C:\Dbuddy\Profiles\A1 Keyhunt\Antidote_LeoricsHuntingManorB.xml [11:43:35.991 N] Loaded profile [A1 - Inferno] Keywarden Hunt - Leorics manor + Leorics hunting grounds B [11:43:36.091 N] [RadsAtom] - Resetting the deathcounter. [11:43:36.111 D] Exception during scheduling Pulse: System.NullReferenceException: Object reference not set to an instance of an object. at Zeta.CommonBot.ProfileOrderManager.(IEnumerable`1 ) at Zeta.CommonBot.ProfileOrderManager.UpdateCurrentBehavior() at Zeta.CommonBot.ProfileManager.UpdateCurrentProfileBehavior() at Zeta.CommonBot.Logic.OrderBot.(Object , EventArgs ) at Zeta.CommonBot.Logic.BrainBehavior.() [11:43:36.111 N] [RadsAtom] - Loading next profile: C:\Dbuddy\Profiles\A1 Keyhunt\Antidote_LeoricsHuntingManorB.xml It just keeps looping as soon as he enters the game am i doing something wrong?
well magi the thing is that now im runing your profile.it does an act 2 run nice and when he dies he keeps runing from where it spawns which is the right thing to do.now the prob is at act 1.when i die at leorik manor outside when he spawn he tp at base and the going to leorik manor wp and start runing all the way outside again.So if i die at leorik grounds its so far to run from manor outside again and its a big waste of time.it will be nice if he can conitnue runing from respawn at bridge and do all this route again.
Everytime I run this profile it crashes my diablo to desktop. I have never been able to run this more then few minutes. It was crashing when it first came out and then I thought I would try the revision, but still no luck. Crashes to desktop. These keywarden profiles are the only profiles that I can't get working.
Yes actually Act 1 needs some updating for Death Handling. I actually started fixing that and then encountered the mysterious Act 1 Misery fields bug so I ended up removing what I had been working on figuring I screwed something up. Turns out DB was having all sorts of issues. In any case, thank you for reminding me about this. I'll include this fix in addition to the death handling fix in the keywarden specific locales. Sounds like you might not had RadsAtom 1.5.1 installed? It uses a new keyrun call which if yours crashes after a few minutes, perhaps it is making this call (which usually takes a few minutes because you need to gather NV5) and your system doesn't know what to do. Ensure you've got RadsAtom 1.5.1 installed. That is required. If it's only the keywarden profiles giving you trouble, that is my initial thought as to what your issue could be.
Thanks for the fast response.please make this first prior man.the profile at act 2 runs so damn good no stuck as i see now but this thing at act 1 is retarded.i just die inside crypt of the ancients and the bot tp at base and go to drowned temple and run all the way back to crypt .so much waste of time.
Indeed, just want to make sure it operates properly because Act 1 tends to jump from dungeon to dungeon in the same profile (Manor to Courtyard), Woods to Crypts, etc.. Act 2 never actually does that so just want to ensure I don't make things worse
Just as an update...been working on better death handling on Act 1. Doesn't appear Ciggarc did this for Act 1 as it currently sits (2.2.2)...they did for Act 3 however. I think I've got Leorics Mansion working pretty good so far. It recognizes checkpoints for the Manor, Courtyard, and start of hunting grounds. I've got to get myself killed to figure out the exact spawn points so it will take a little time for all the profiles. At least at this point if you die in the hunting grounds, you will spawn somewhere in the grounds and pickup the profile at the beginning of the hunting grounds (as opposed to going all the way back to the manor). That will save a ton of time... I may post individual profile XMLs in these post comments until I complete the Act so people can test while I work on the others. I believe there are multiple spawn points in the Hunting Fields, Festering Woods & fields of misery, so it might take some time to figure out when you reach those spawn points. You could potentially hit them off path fighting monsters too so I may not be able to have perfect death handling in these areas. I know I've chased some monsters a long ways off path and gotten stuck. Unfortunately not much I can do about that. It's a bit easier in the linear paths of Skycrown battlements and Stonefort...may be why Ciggarc didn't bother
Im using 1.5.1 radsatom, however my Gilestrinity is 1.6.3.4, and I know the post says to use 1.6.3.3, but I could not find 1.6.3.3 Could this be the problem? I'v tried fresh installs and everything it still crashes, and if I do act 2 my character wan't pick up the key either.
Definitely use Trinity 1.6.3.4....I know for a fact that 1.6.3.3 did not properly pick up which is why I used 1.6.3.1....but I've picked up both key drops I've had with the latest Trinity version (1.6.3.4)...though I've only seen keys in Act 1 and 3....not 2 yet...hope trinity is picking up those keys. As for your crashes, I haven't a clue then. I'm fairly new to all of this but I've worked with XML for years so profile editing is a breeze (though it would be nice if there was some documentation on all the tags, I've been deconstructing other people's work to figure it out)
Yea I have no clue what could be causing act 1 to crash. I will play with it more, I really would like to farm act 1. Is the act 1 key-warden rev.1 working now? or no?
also, just ran Act 2, and my char did pick up the key I received from the Keywarden so it appears Trinity 1.6.3.4 is picking up the keys from all 3 acts!
Looking for some extra testers -- Modified Profiles for improved death handling: I believe the Leoric profile is good to go and I updated fields of misery a bit...though there may be a spawn point in the middle of misery that might screw things up. If so, let me know. Also updated Festering Woods (A & B are the exact same for now). This one is likely a guaranteed fail at some point haha. I ran through it with no problems, but the spawn points for both the Crypt and Warriors nest could be in 3 different places, and if you die inside the crypt/nest, you will spawn inside the crypt/nest. Unfortunately XML is pretty linear here so without some conditional ELSE statements, might be tough to get this perfect (or REALLY long, ugly XML) What I did was stop my profile in the inside of the crypt, and restart it (basically like dying). Normally this would just TP back to town and start from scratch. What should happen now is you will re-explore that crypt assuming the elite in there killed you, and then it will go back to the festering woods. Depending on the location of where the crypt spawned, you could potentially go back into the crypt and re-explore it, twice I believe lol. In my case, my char went back into the crypt once and re-explored it, then continued finishing Festering woods. If your crypt/nest spawned at spawn point #1 and you die in there, you will likely finishing exploring that crypt, leave, and go back into the crypt, twice! (worst case) If your crypt/nest spawned at spawn point #2 and you die in there, you will likely finishing exploring that crypt, leave, and go back into the crypt, once. (not bad) If your crypt/nest spawned at spawn point #3 and you die in there, you will likely finishing exploring that crypt, leave, and continue exploring the woods. (good) You don't die (need I say more?) To be honest, this is still WAAYY quicker than restarting...and you might end up only re-exploring once like me (they are small so it goes by really quick) or not at all. Since this is a Keywarden run, I am almost always at NV4 when entering the Festering Woods so I typically only need to kill one elite in the Crypt of the Ancients and then I'm off to Misery. Overall, this should speed things up quite a bit here. Test out and let me know if you encounter stucks. If so, please try to be detailed so I can diagnose. Once I'm confident these are working for AFK users, I will updated the OP. Only do this if you want to help me out and don't mind watching your bot a bit and monitoring stucks. Again, the quicker I can release these, the better all of us can benefit. Thx!
I got such problem: when my barb dies,he portal town and start run from waypoint whole time. How to fix it to run straight from death place without port. town?
Code: [10:18:28.139 N] [RadsAtom] - You got 5 stacks. Will load the profile to Key warden. [10:18:28.139 N] [RadsAtom] - Keyrun disabled. How do I enable it?