Demo: Autowalk

04/23/2021 18:30 sandsnip3r#1
After a ton of work and an incredible amount of help from DaxterSoul, I was able to get a first version of autowalk working in my bot! It is worth mentioning that my solution finds the globally optimal path, whereas some bots seem to have approximate paths. Also, due to the architecture of the bot, there are no silly "sleep"s in the code to determine how long to wait until taking the next step in the path (like you'll see in other bots). Upon completing one step along the path, the character starts his next movement as quickly at 1000% speed as he would at walking speed.

Without further ado, enjoy this short demo!

04/23/2021 19:49 qqdev#2
Nice demo!
04/23/2021 19:53 Laag#82#3
Good job
04/23/2021 20:06 cingan06#4
Niceee
04/23/2021 20:10 bimbum*#5
Quote:
Originally Posted by sandsnip3r View Post
After a ton of work and an incredible amount of help from DaxterSoul, I was able to get a first version of autowalk working in my bot! It is worth mentioning that my solution finds the globally optimal path, whereas some bots seem to have approximate paths. Also, due to the architecture of the bot, there are no silly "sleep"s in the code to determine how long to wait until taking the next step in the path (like you'll see in other bots). Upon completing one step along the path, the character starts his next movement as quickly at 1000% speed as he would at walking speed.

Without further ado, enjoy this short demo!

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i wonder how did u make the no delay between the movements , do u just keep checking his position and once his position equals the destination you move forward to the next one ?
04/23/2021 20:49 qqdev#6
You can calculate the required walk time based on walk speed and walk distance
04/23/2021 21:36 sandsnip3r#7
Quote:
Originally Posted by bimbum* View Post
i wonder how did u make the no delay between the movements , do u just keep checking his position and once his position equals the destination you move forward to the next one ?
My bot is event-based. I send the move request. Once the server responds that movement has begun, I calculate the time required to reach the destination. With this time, I set up a delayed event to be triggered. Once that event triggers, I know that I've arrived at my destination (unless I was interrupted). If I track ping in realtime, then I could even move more fluidly by accounting for the time required for the server's response to arrive and reduce that delay for my event.
04/23/2021 22:03 yavuz650#8
Flexin' on these mfs, every bone and muscle.

Shout out to that Berkeley neighbor for providing you with the library. Also shout out to me for providing you with my genius ideas.

You should make this project fully open source to comply with the Free Software Foundation philosopy.
04/24/2021 19:50 vietnguyen09#9
Wow, you did a great job. Can you share how you do that? Such as the programming language that you using and the way you create the 2d map and what kind of algorithm you use to know the obstacles?
04/25/2021 09:33 zxvoyeu2#10
very nice , auto walk when click in worldmap (M)
04/26/2021 04:09 GameRPoP#11
gzz, i hope you are not aiming for something like this :D

04/26/2021 17:36 sandsnip3r#12
Quote:
Originally Posted by GameRPoP View Post
gzz, i hope you are not aiming for something like this :D

Why not? This seems fun :D
04/27/2021 23:06 Judgelemental#13
Quote:
Originally Posted by GameRPoP View Post
gzz, i hope you are not aiming for something like this :D

Are these ghostusers or is it from the script |EUROP_INTRO / |CHINA_JANGAN command?
04/28/2021 22:30 #HB#14
Wouldn't it fail to reach its destination if you had packet loss or server was lagging?
04/29/2021 01:02 qoaway#15
Quote:
Originally Posted by #HB View Post
Wouldn't it fail to reach its destination if you had packet loss or server was lagging?
best strategy to autowalk is always execute A* in parts, so as a result you wont have to load the whole map and solves packet loss and server lagging problem