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 Post subject: [Rlease] Walking Tomb Runs - NTTombs
PostPosted: Sun Nov 27, 2011 9:01 am 
 
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Joined: Fri Jun 17, 2011 8:40 pm
Hi all

Figured i'd just release it, hopefully people will run it and give feedback

Change Log[b]

*note: i changed the downloads to be pastebin links. put the two js files into the common
folder and the tombs file into your bots folder


1.1
-modified door script. improved door opening speed + reliability
-improved pathing to tombs
-added a manual check to belt, to help make sure pots are full (checks every room switch)
-removed code changes from post, just use given files


In order to use this you need to modify two ntbot common library files, NTAttack.js and NTMove.js

[b]Download links


NTAttack.js
http://pastebin.com/bCphfmfd

NTMove.js
http://pastebin.com/QHnpLQiQ

NTTombs.dbl
http://pastebin.com/7gtX3UQz

Enjoy - leave feedback and errors i'll be glad to hear it


Last edited by jblanch on Mon Dec 05, 2011 10:35 pm, edited 4 times in total.
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 Post subject: Re: [Rlease] Walking Tomb Runs - NTTombs
PostPosted: Sun Nov 27, 2011 9:53 pm 
 
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Joined: Sat Aug 04, 2007 8:29 pm
does that direction code work? when i tested it most the time it just returned 180 no matter what directed it was going in. i guess it doesn't really matter

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 Post subject: Re: [Rlease] Walking Tomb Runs - NTTombs
PostPosted: Sun Nov 27, 2011 10:09 pm 
 
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Joined: Fri Jun 17, 2011 8:40 pm
does that direction code work? when i tested it most the time it just returned 180 no matter what directed it was going in. i guess it doesn't really matter


i haven't modified that. only added door check and increased the randomization after the toon was stuck for long enough. it would usually happen when he gets stuck at a door / a wall sticking out

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 Post subject: Re: [Rlease] Walking Tomb Runs - NTTombs
PostPosted: Mon Nov 28, 2011 1:56 am 
 
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Joined: Sat Aug 04, 2007 8:29 pm
i tried retrying the move and random move after it gets stuck it works ok but alot of the time its the path thats messed up. walking path sometimes missing nodes i just put get new path its been working a little better and doesn't waste time retrying moves unless it can't get a path... still not sure what to do about no path

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 Post subject: Re: [Rlease] Walking Tomb Runs - NTTombs
PostPosted: Mon Nov 28, 2011 2:23 am 
 
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Joined: Fri Jun 17, 2011 8:40 pm
yeah a few hotspots i've got are some doors - i added a "tires" counter which sends him backwards then re-approaches

you can play with the values in the NTM_CheckDoor function and also in the walk function to get a better door opening rate. originally i was playing on a high latency connection so it was working okay to reduce lag

the pathing i am always looking further into... i'm newish to d2bs, but looking at the getPath function
makes it seem like there is an extra argument meant for "walking paths" which the moveto function
doesn't seem to use?

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 Post subject: Re: [Rlease] Walking Tomb Runs - NTTombs
PostPosted: Mon Nov 28, 2011 2:42 am 
 
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Joined: Sat Aug 04, 2007 8:29 pm
jblanch wrote:
looking at the getPath function
makes it seem like there is an extra argument meant for "walking paths" which the moveto function
doesn't seem to use?
it might be broken i think its being worked on right now tho

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 Post subject: Re: [Rlease] Walking Tomb Runs - NTTombs
PostPosted: Mon Nov 28, 2011 6:37 am 
 
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Joined: Fri Jun 17, 2011 8:40 pm
updated the rar to 1.1

i've gotten multiple complete runs, esp now that i have a little bit better gear. trying to improve
speed now

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 Post subject: Re: [Rlease] Walking Tomb Runs - NTTombs
PostPosted: Mon Dec 05, 2011 7:36 pm 
 
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Joined: Wed Apr 20, 2011 1:10 am
Location: Brazil, Earth
jblanch,

I cant download your code. Is the link right?

Red

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 Post subject: Re: [Rlease] Walking Tomb Runs - NTTombs
PostPosted: Mon Dec 05, 2011 10:21 pm 
 
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Joined: Fri Jun 17, 2011 8:40 pm
jblanch,

I cant download your code. Is the link right?

Red


whoops sorry, i had messed something up in rapidshare.

i updated the links to pastebin links

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 Post subject: Re: [Rlease] Walking Tomb Runs - NTTombs
PostPosted: Tue Dec 06, 2011 7:52 pm 
 
User
User

Joined: Wed Apr 20, 2011 1:10 am
Location: Brazil, Earth
Thanks jblanch.

Your approach is like mine. In a nutshell, is a minor change in Walk function to check doors when the walk is stoped.

I did the same, but I did change many others functions becouse my intent is to grow up a lvl-0 char.

I'm having problems with path. It seems that the bot lost his way too often... I will try to look it closer tonight.

Thanks again.

RedBeard

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