Author Topic: Bot Leaves game and bnet instead of going in channel  (Read 332 times)

Offline xHamZx

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Bot Leaves game and bnet instead of going in channel
« on: July 26, 2010, 03:04:16 AM »
any idea of how to fix?.. at the end of baal game it just leaves bnet and starts up again instead of going into the channel and making ng

cooptheking

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Re: Bot Leaves game and bnet instead of going in channel
« Reply #1 on: July 26, 2010, 03:48:48 AM »
Using the codebox (when you reply it looks like  the #, under the font face menu)
Please post your NTBot.ntj file
What version are you running 3.0 or 3.1 (do you have to name your character configuration files?)
Are you still needing discs in to play? (did you do the patch note of dragging your mpqs off your cds?)
Operating system?

Offline xHamZx

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Re: Bot Leaves game and bnet instead of going in channel
« Reply #2 on: July 26, 2010, 04:17:43 AM »
Code: [Select]
var gameMinLength = 181000; // time in milliseconds, minimum game length, 180 seconds default (1 game/3 minutes)

var unableToConnectRetry = 5; // time in minutes to retry connecting on connection fail (real value is +/- 1 min)
var realmDownRetry = 451; // time in minutes to retry connecting on a realm down (default is 300 minutes)
var disconnectedRetry = 5; // time in minutes to retry on a disconnection (usually ip ban related)
var cdkeyInUseRetry = 5; // time in minutes to retry on a cdkey in use error message (set to 0 to stop)
var connectingToBnetTimeout = 20000; // time in milliseconds to wait for a login to time out and click cancel and retry
var characterScreenTimeout = 10000; // time in milliseconds to wait for character screen to appear
var pleaseWaitTimeout = 10000; // time in milliseconds to wait for a please wait popup
var createGameThreshold = 10000; // time in milliseconds to wait between making games
var createGameThresholdRandom = 10000; // time in milliseconds to randomly add +/- to the game create time
var createGameTimeout = 15000; // time in milliseconds to register a failed to create game
var waitInLineTimeout = 60000; // time in milliseconds to wait in lines for a create game (60 second default)
var characterSelectDelay = 1000; // time in milliseconds to wait before selecting a character on the char screen
var loginDelay = 1000; // time in milliseconds to wait before submitting login information
var clickDelay = 500; // wait X milliseconds before next action after a click event
var textDelay = 500; // wait X milliseconds before next action after inserting text into a textbox
var clickDelayRandom = 500; // random amount of time to add to a click
var textDelayRandom = 500; // random amount of time to add to a text set
var gameDoesNotExistDelayMin = 600000; // how long to wait when a Game Does Not Exist occurs - minimum - default 10 minutes
var gameDoesNotExistDelayMax = 900000; // how long to wait when a Game Does Not Exist occurs - maximum - default 15 minutes
var gameDoesNotExistTimeout = 30000; // how long to wait for the dialog to disappear (default 30 seconds, don't change this)
var joinChatAfterGame = true; // join chat after leaving a game
var joinRandomChannel = false; // if this is true, will join a random channel, otherwise it will use the channel below..
var joinChannelInChat = "Op Db-stealth"; // leave blank to not join a private channel
var waitBeforeEnterChatMin = 1000; // min how long to wait before entering chat
var waitBeforeEnterChatMax = 2000; // max how long to wait before entering chat
var waitInChatBeforeActionsMin = 2000; // min how long to wait before joining channel
var waitInChatBeforeActionsMax = 3000; // max how long to wait before joining channel

// DONT EDIT ANYTHING BELOW THIS

// D2NT Manager Command
const D2NT_MGR_LOADING = 1;
const D2NT_MGR_READY = 2;
const D2NT_MGR_LOGIN = 3;
const D2NT_MGR_CREATE_GAME = 4;
const D2NT_MGR_INGAME = 5;
const D2NT_MGR_RESTART = 6;
const D2NT_MGR_CHICKEN = 7;
const D2NT_MGR_PRINT_STATUS = 8;
const D2NT_MGR_PRINT_LOG = 9;

var lastGameMade = GetTickCount();
var lastGameStatus = 0;
var nextGameMake = 0;
var inGameAt = 0;
var chatActionsDone = false;
var lastGameFailed = false;

Include("libs/controlInfo.ntl");

var controlData = new controlInfo();

function NTMain()
{
Delay(1000);

var _ingame = false;

controlData.clickDelay = clickDelay;
controlData.textDelay = textDelay;
controlData.clickDelayRandom = clickDelayRandom;
controlData.textDelayRandom = textDelayRandom;

while(1)
{
if(me.ingame)
{
if(!inGameAt)
inGameAt = GetTickCount();

if(!_ingame)
{
RunGC(); // run garbage collector between each game

if(Load("NTBot/NTBotGame.ntj"))
{
_ingame = true;

if(me.playtype > 0)
sendEventToOOG(D2NT_MGR_INGAME, "In Game[IP:" + me.gameserverip.split(".")[3] + "]", 0);
else
sendEventToOOG(D2NT_MGR_INGAME, "In Game", 0);

lastGameStatus = 2; // in game successful
}
}

Delay(1000);
}
else
{
if(_ingame)
{
_ingame = false;

sendEventToOOG(D2NT_MGR_READY, "", 0);
}

locationAction(controlData.getLocation());

Delay(500);
}
}
}

function locationAction(location)
{
switch(location.id)
{
case 3: // Lobby Chat
if(!chatActionsDone)
{
chatActionsDone = true;
Delay(Random(waitInChatBeforeActionsMin, waitInChatBeforeActionsMax));

if(joinRandomChannel || joinChannelInChat != "")
{
Say("/join " + (joinRandomChannel ? getRandomString(Random(3,10)) : joinChannelInChat));
Delay(1000);
}
}
case 1: // Lobby
if(location.id == 1 && joinChatAfterGame)
{
Delay(Random(waitBeforeEnterChatMin, waitBeforeEnterChatMax));
controlData.click(controlData.controls.lobby.button.enterChat);
break;
}

if(GetTickCount() > nextGameMake)
{
var _control;

lastGameFailed = false;

switch(lastGameStatus)
{
case 0:
_control = controlData.get(controlData.controls.lobby.button.create);
if(_control && _control.pressed)
{
controlData.click(controlData.controls.lobby.button.join);
Delay(500);
}

controlData.click(controlData.controls.lobby.button.create);
nextGameMake = GetTickCount() + createGameTimeout; // set our timeout
sendEventToOOG(D2NT_MGR_PRINT_STATUS, location.name, 0);
break;
case 1: // game failed, rollover to reset timer
inGameAt = GetTickCount(); // reset inGameAt, to wait how long we should have waited..
lastGameFailed = true;
case 2:
outputGameLength();
lastGameStatus = 0;
setNextGameMake();
sendEventToOOG(D2NT_MGR_PRINT_STATUS, location.name, 0);
break;
}
}
else
timeoutDelay(nextGameMake-GetTickCount(), location);
break;

case 2: // Waiting In Line
if(GetTickCount()-lastGameMade > waitInLineTimeout)
controlData.click(controlData.controls.lobby.inLine.button.cancel);
break;

case 4: // Create Game
sendEventToOOG(D2NT_MGR_CREATE_GAME, location.name, 0);

locationTimeout(5000, location);

lastGameMade = GetTickCount();
lastGameStatus = 1; // pending creation
break;

case 5: // Join Game
break;

case 6: // Ladder
break;

case 7: // Channel List
break;

case 8: // Main Menu
if(controlData.getCurrentRealmIndex() == me.gatewayid)
{
outputGameLength();
controlData.click(controlData.gameTypes[me.playtype]);
}
else
controlData.click(controlData.controls.mainMenu.button.gateway);
break;

case 9: // Login
sendEventToOOG(D2NT_MGR_PRINT_STATUS, location.name, 0);
Delay(loginDelay);

controlData.setText(controlData.controls.login.editBox.accountName, me.account);

sendEventToOOG(D2NT_MGR_LOGIN, location.name, 0);

locationTimeout(5000, location);
break;

case 10: // Login Error (this is a fatal error, so stop)
sendEventToOOG(D2NT_MGR_RESTART, location.name, 10);
Delay(3500);
break;

case 11: // Unable To Connect
timeoutDelay(unableToConnectRetry*60*1000, location)
controlData.click(controlData.controls.login.unableToConnect.button.ok);
break;

case 12: // Character Select
var _time, _control;

sendEventToOOG(D2NT_MGR_PRINT_STATUS, location.name, 0);

for(_time = 0 ; _time < characterScreenTimeout ; _time += 500)
{
_control = controlData.get(controlData.controls.characterSelect.textBox.characterInfo[me.charloc]);
if(_control && _control.GetText() != undefined)
break;

Delay(500);
}

if(_time < characterScreenTimeout)
{
Delay(characterSelectDelay);

controlData.click(controlData.controls.characterSelect.textBox.characters[me.charloc], 0, 0, 1);
controlData.click(controlData.controls.characterSelect.textBox.characterInfo[me.charloc], 0, 0, 1);

// reset last game made, so it doesnt make a game immediately
inGameAt = 0;
setNextGameMake();
}
else
{
controlData.click(controlData.controls.characterSelect.button.exit);
timeoutDelay(realmDownRetry*60*1000, location);
}
break;

case 13: // Realm Down - Character Select screen
controlData.click(controlData.controls.characterSelect.button.exit);
timeoutDelay(realmDownRetry*60*1000, location);
break;

case 14: // Character Select - Disconnected
timeoutDelay(disconnectedRetry*60*1000, location);
controlData.click(controlData.controls.characterSelect.disconnected.button.ok);
break;

case 15: // New Character
break;

case 16: // Character Select - Please Wait popup
if(!locationTimeout(pleaseWaitTimeout, location))
controlData.click(controlData.controls.characterSelect.pleaseWait.button.cancel);
break;

case 17: // Lobby - Lost Connection - just click okay, since we're toast anyway
controlData.click(controlData.controls.lobby.lostConnection.button.ok);
break;

case 18: // D2 Splash
controlData.click(controlData.controls.d2Splash.textBox.copyright);
break;

case 19: // Login - Cdkey In Use
timeoutDelay(cdkeyInUseRetry*60*1000, location);
controlData.click(controlData.controls.login.cdkeyInUse.button.ok);
break;

case 20: // Single Player - Select Difficulty
controlData.click(controlData.singlePlayerDifficulties[me.diff]);
break;

case 21: // Main Menu - Connecting
if(!locationTimeout(connectingToBnetTimeout, location))
controlData.click(controlData.controls.mainMenu.connecting.button.cancel);
break;

case 22: // Login - Invalid Cdkey (classic or xpac)
sendEventToOOG(D2NT_MGR_RESTART, location.name, 3600);
Delay(3500);
break;

case 23: // Character Select - Connecting
if(!locationTimeout(characterScreenTimeout, location))
controlData.click(controlData.controls.characterSelect.button.exit);
break;

case 24: // Server Down - not much to do but wait..
break;

case 25: // Lobby - Please Wait
if(!locationTimeout(pleaseWaitTimeout, location))
controlData.click(controlData.controls.lobby.pleaseWait.button.cancel);
break;

case 26: // Lobby - Game Name Exists
sendEventToOOG(D2NT_MGR_PRINT_LOG, "?E00000Game already exists", 0);

inGameAt = 0;
lastGameStatus = 0;
setNextGameMake();

locationTimeout(15000, location);
break;

case 27: // Gateway Select
controlData.clickRealmEntry(me.gatewayid);
controlData.click(controlData.controls.gateway.button.ok);
break;

case 28: // Lobby - Game Does Not Exist
inGameAt = Random(gameDoesNotExistDelayMin, gameDoesNotExistDelayMax);
lastGameStatus = 0;
setNextGameMake();

locationTimeout(gameDoesNotExistTimeout, location);
break;
}
}

function sendEventToOOG(locationId, statusString, pendingTime)
{
return SendCopyData("D2NT Manager", null, (locationId<<16)|pendingTime, statusString);
}

function setNextGameMake()
{
lastGameMade = GetTickCount();
nextGameMake = lastGameMade + createGameThreshold + Random(0-createGameThresholdRandom, createGameThresholdRandom) + inGameAt;
inGameAt = 0;
chatActionsDone = false;
}

function outputGameLength()
{
if(inGameAt)
{
duration = GetTickCount() - inGameAt;

inGameAt = (duration < gameMinLength ? gameMinLength - duration : 0);
}
}

function locationTimeout(time, location)
{
endtime = GetTickCount() + time;

while(controlData.getLocation().id == location.id && endtime > GetTickCount())
{
sendEventToOOG(D2NT_MGR_PRINT_STATUS, location.name + " (" + parseInt((endtime-GetTickCount())/1000) + "s)", 0);
Delay(500);
}

return (controlData.getLocation().id != location.id);
}

function timeoutDelay(time, location)
{
endtime = GetTickCount() + time;

while(endtime > GetTickCount())
{
sendEventToOOG(D2NT_MGR_PRINT_STATUS, location.name + " (" + parseInt((endtime-GetTickCount())/1000) + "s)", 0);
Delay(1000);
}
}

function getRandomString(_length)
{
_retString = "";
_charSet = "0123456789abcdefghijklmnopqrstuvwxyz";

while(_length--)
{
_retString += _charSet.charAt(Random(0, _charSet.length-1));
Delay(1);
}

return _retString;
}

i dont use cd i tranfered mpqs and i got v3.1 , Yes i do have to name my charconfig with my char name.

cooptheking

  • Guest
Re: Bot Leaves game and bnet instead of going in channel
« Reply #3 on: July 26, 2010, 10:23:43 AM »
Operating system?