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[AlchemyProxy] Basic botting functionality
Discussion on [AlchemyProxy] Basic botting functionality within the CO2 Bots & Macros forum part of the Conquer Online 2 category.
11/14/2010, 12:30
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#121
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elite*gold: 0
Join Date: Sep 2008
Posts: 559
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Quote:
Originally Posted by moatazali
i installed the last version of netframework 4 and iam using win xp
no thing happen it still gave me that when i open the loader
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Come to my website -->  and Describe the problem in the Chat Box...
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11/14/2010, 12:31
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#122
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Join Date: Jul 2010
Posts: 23
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Quote:
Originally Posted by macavladu
Unistall your CO , delete folder , make a fresh install , update it to the latest patch , then try again with CoLoader.
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ok i will try
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11/14/2010, 12:33
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#123
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elite*gold: 21
Join Date: Jul 2005
Posts: 9,193
Received Thanks: 5,380
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Update:
Stopped using a single thread for all botting functionality. That was dumb of me not to think of before (Then again max chars I used on it before was like 4?)
Threads are now separated and running properly (before I was handling botting functionality for each character online in order.. not separately)
Also wrote some minor updates to code.
Bot should run MUCH faster now when it starts to clog up (we had like 20 ppl on before before there were any issues, lets see this time ^^)
Paths
I'm not gonna do the grunt work for these. Who wants to write some paths?
Sample one
MapID: 1002(twin city)
Description: Pheasants
Points: 377^459|434^439|549^465
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11/14/2010, 12:41
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#124
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Join Date: Dec 2009
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Quote:
Originally Posted by pro4never
Update:
Stopped using a single thread for all botting functionality. That was dumb of me not to think of before (Then again max chars I used on it before was like 4?)
Threads are now separated and running properly (before I was handling botting functionality for each character online in order.. not separately)
Also wrote some minor updates to code.
Bot should run MUCH faster now when it starts to clog up (we had like 20 ppl on before before there were any issues, lets see this time ^^)
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open beta?? this sounds really fun. thanks
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11/14/2010, 12:42
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#125
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Can you tell me what u write for the mini macaques paths and birdmen? cant get it xD
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11/14/2010, 12:45
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#126
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Join Date: Sep 2006
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sometimes it gets soo **** laggy? is it cuz alot of ppl are using it?
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11/14/2010, 12:47
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#127
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elite*gold: 21
Join Date: Jul 2005
Posts: 9,193
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Quote:
Originally Posted by Oldrin
Can you tell me what u write for the mini macaques paths and birdmen? cant get it xD
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/path 1
/path 2
Those are the only ones coded yet. Feel free to submit other paths and I'll add them when I have time.
Quote:
Originally Posted by gunite69
sometimes it gets soo **** laggy? is it cuz alot of ppl are using it?
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There was an issue with that which is 'fixed'... new problem in that if the server crashes it doesn't dc anyone (aka, what happened a few minutes ago where it just stopped responding)
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11/14/2010, 12:48
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#128
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Join Date: May 2006
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im not having any lags, maybe its just server depended?
only problem are those random disconnects, but its mor stable than yesterday
kepp on doing! its even better than payed bots
it makes me remember of the times of cid proxy ^^
edit: sometimes i cant log in "server maintenance", are u working with it now?, or why cant i log in?
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11/14/2010, 12:52
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#129
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This is the error I get about every 2 minutes :/
Maeby because there is those pilars and walls?
Quote:
Originally Posted by G-Herm
edit: sometimes i cant log in "server maintenance", are u working with it now?, or why cant i log in?
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Yeah, I think its because pro4never gotta restart server to apply changes.
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11/14/2010, 12:57
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#130
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Join Date: Sep 2006
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Quote:
Originally Posted by G-Herm
im not having any lags, maybe its just server depended?
only problem are those random disconnects, but its mor stable than yesterday
kepp on doing! its even better than payed bots
it makes me remember of the times of cid proxy ^^
edit: sometimes i cant log in "server maintenance", are u working with it now?, or why cant i log in?
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it happens.. give it a min and it will work.
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11/14/2010, 13:00
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#131
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elite*gold: 0
Join Date: Dec 2009
Posts: 508
Received Thanks: 114
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Quote:
Originally Posted by G-Herm
im not having any lags, maybe its just server depended?
only problem are those random disconnects, but its mor stable than yesterday
kepp on doing! its even better than payed bots
it makes me remember of the times of cid proxy ^^
edit: sometimes i cant log in "server maintenance", are u working with it now?, or why cant i log in?
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probably tweaking it atm. coz my super miners gets dc evry 10 mins.
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11/14/2010, 13:03
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#132
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Join Date: Aug 2008
Posts: 10
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Quote:
Originally Posted by pro4never
/path 1
/path 2
Those are the only ones coded yet. Feel free to submit other paths and I'll add them when I have time.
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Snakemonsters
Lab1/3
Frozzen Grotto
Hawks
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11/14/2010, 13:03
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#133
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Join Date: Sep 2008
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Quote:
Originally Posted by Temeteus
This is the error I get about every 2 minutes :/
Maeby because there is those pilars and walls?
Yeah, I think its because pro4never gotta restart server to apply changes.
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Grotto path is small and you can't use the bot there...
I mean you can but u will get dc very often
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11/14/2010, 13:03
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#134
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elite*gold: 21
Join Date: Jul 2005
Posts: 9,193
Received Thanks: 5,380
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Quote:
Originally Posted by Temeteus
This is the error I get about every 2 minutes :/
Maeby because there is those pilars and walls?
Yeah, I think its because pro4never gotta restart server to apply changes.
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Re-wrote it to use the same map querying system that my paths use... it's far from A* but it works nicely.
Basically what I do is I run a query on all coords in range.
If they are accessible I add them to a list storing their distance from target. Then I use the one that is closest to target (we already know it's in range and valid dmap) and use that!
So yes.. that should work.
Need to track down where my problem is though... something is happening that causes a fatal exception.
Quote:
Originally Posted by Oldrin
Snakemonsters
Lab1/3
Frozzen Grotto
Hawks
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Write them up using the structure I posted and I'll add them to the bot.
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11/14/2010, 13:09
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#135
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elite*gold: 0
Join Date: Sep 2006
Posts: 610
Received Thanks: 102
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Quote:
Originally Posted by pro4never
Re-wrote it to use the same map querying system that my paths use... it's far from A* but it works nicely.
Basically what I do is I run a query on all coords in range.
If they are accessible I add them to a list storing their distance from target. Then I use the one that is closest to target (we already know it's in range and valid dmap) and use that!
So yes.. that should work.
Need to track down where my problem is though... something is happening that causes a fatal exception.
Write them up using the structure I posted and I'll add them to the bot.
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wow >< if i new anything about coding.... ^^
but its still lagging hard though ..... >.>
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