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  • Problem in the latest Trinity

    Discussion in 'Community Developer Forum' started by Tempest, Sep 14, 2017.

    1. Tempest

      Tempest Active Member

      Nov 10, 2015
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      Hello, I noticed Trinity changed logics for activation of combat based on the trash pack size. Unfortunately, there is a mistake:

      in the latest Trinity, file DefaultWeightProvider.cs, the line
      int nearbyTrashCount = objects.Count(u => u.IsUnit && u.HitPoints > 0 && u.IsTrashMob && (u.IsInLineOfSight || u.HasBeenInLoS) && cacheObject.Position.Distance(ZetaDia.Me.Position) <= TrinityCombat.Routines.Current.TrashRange);
      needs cacheObject.Position.Distance(ZetaDia.Me.Position) changed to u.Position.Distance(ZetaDia.Me.Position) . In the current version the range is not applied. It only counts mobs in los or hasbeeninlos, which makes combat activation kinda random.
      As a side note, such a TrashCount does not depend anymore on the cacheObeject and should be taken out of the loop, so you don't check number of mobs around the player for each unit around.

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