Quote:
Originally Posted by Dwink
However with autoit is it possible to make the bot follow a specific path not based on keystrokes so say if I get into combat and move off path will it move back to the co ordinates I have set?
|
In that example here it makes absolute no difference what kind of language you use.
Actual it makes nearly never a difference, as all of them will use the Windows API, they are all the same in that regard.
So you get the same information, you read the memory and either your Coords are different than what they should be or not. Dependend on that you move around.
Your choice "how" you move.
A lot of options exist.
Either you send the Keystrokes, by simpel Send, or you send them with ControlSend only to the Window / Handle of the game, which means all that works in background mode aswell, Pixelsearch does not necessary require that your window is actual visible.
Or package based you send the package that you "moved" , the server will think you moved and your actual position will change aswell, as the server will try to "synch" with your computer, which the package actual "fakes".
Memory is easy if you allready have the specific Memory for your coords and some areas in the Memory that are responsible for moving around, then you can force the the character to move at that position if the game has no crazy protection to avoid that.
In your easy example that would simply be in pseudo code:
Code:
While true DO
coordsXYZ = _readCoords(fromMemory);
if coordsXYZ NOT WITHIN definedBounds then
either:
_writeMemoryToMove
OR _sendKeyToMove
OR _sendPackageToMove
EndIf
EndWhile
As easy as that.
Which language you use doesnt matter, it works with all of them as long as they have access to the Windows API, which actual "all" reasonable language have.
Mostly used are Script languages like AutoIT for simpel stuff you quickly write out of the box. Macros and such is perfect for AutoIT and you avoid a ton of potential bugs.
For stuff with heavy memory editing C++ is more optimized, but nearly no bot is on that level, so its mostly overkill and has a ridiculous amount of potential bugs, especially for a "newbie" programmer, most bots in C++ quickly get overly complex for what could actual be much easier and much easier to update and extend. (If you really know what you are doing, C++ is fine, but not much do).
C# is more Java like, prefer it actual to C++ to make some Bots, as said, they are normally quite simpel in comparision to really time critical stuff were C++ might shine.
I enjoy Java a lot more, works aswell and the added bonus is it works on a Linux server the same, while you still have to edit OS specific stuff, like memory (which is a big pain and a topic for itself, if you have a working memory API to start with, either with a cheat table or whatever source, it saves you a ton of time). Bots that interact in groups or servers are fairly easy to manage with java, but it requires a fair amount of time to get the Memory Section working (as its quite uncommon to find finished Java bots, they nearly never get released as they are overkill for a normal private person anyway).
Writing bots is actual super easy, the most annoying part is getting all the stuff going around it, like Memory Sections and bypass any protection a game throws at you (if it has one to start with, like server sided checks).