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Multiaccount Follow/Fight/Spike Bot
Discussion on Multiaccount Follow/Fight/Spike Bot within the GW Exploits, Hacks, Bots, Tools & Macros forum part of the Guild Wars category.
05/28/2024, 22:20
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#151
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elite*gold: 0
Join Date: Jul 2023
Posts: 147
Received Thanks: 147
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Quote:
Originally Posted by apoguita
Hello, I was reading through your future changelog.
"Bugfix, 'Window on Top' wasn't working when it was read from the config file, also I default it to unchecked cause when running multiple instances of bot, only one of them can actually be on top."
You can arrange z layer for windows, even if only one can stay on top, the rest can have priority, visually would look the same.
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I am not familiar with that and not extremely techy, but i'll def look into it, thank you
Quote:
Originally Posted by apoguita
If I may give my opinion, the "clock like" part in the UI, is not necessary, if you pay attention to the hero behaviour, you can see the patterns heroes take.
They will stand in a "nearby* distance in a 3x3 grid encompassing the leader. Heroes start on party order , from left to right and top to bottom, heroes first, henchmen later, your bots should be after those.
The only exception that breaks the rules is martial heroes or henchmen, they will always be on front of the group.
A martial hero is one that has melee weapons equipped.
I have replicated that same hero functionality in my project and will upload as soon as I get home if you want to look through that and implement in your bot, it's a much more cleaner behaviour.
Although I have not implemented this yet, you can have your followers, follow the invisible slot they will be occupying and that will give them the appearance of the path heroes take when follow the party.
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I'm not entirely sure if I understand what you're saying. I understand the grid, and that the game positions in a certain order, but depending on the followers i take along, I would like to position them in a certain spot. Not necessarily behind heroes, if I take offensive caster-followers i want them in front of for example bip hero and st hero. Is that contradicting to your placement, or am I not understanding correctly? Or do you connect grid placement to the placement of followers and heroes in the partywindow?
Appreciate the feedback,thanks
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05/28/2024, 23:58
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#152
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elite*gold: 0
Join Date: May 2021
Posts: 278
Received Thanks: 263
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Quote:
Originally Posted by t7tcrusher
I am not familiar with that and not extremely techy, but i'll def look into it, thank you
I'm not entirely sure if I understand what you're saying. I understand the grid, and that the game positions in a certain order, but depending on the followers i take along, I would like to position them in a certain spot. Not necessarily behind heroes, if I take offensive caster-followers i want them in front of for example bip hero and st hero. Is that contradicting to your placement, or am I not understanding correctly? Or do you connect grid placement to the placement of followers and heroes in the partywindow?
Appreciate the feedback,thanks
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If you go outside with a group of heroes, they will position themselves round you, in a 3x3 grid.
That is their natural scattering behaviour , the behaviour is only superseded if you have martial heroes, Wich in turn will occupy the front spots on the formation.
If you wish to replicate this behaviour you can do it that way, you can infer their positioning by looking at their party number.
For example, you have a grup with 3 heroes and 1 player only... heroes will always take this formation. (H=hero, p#=player party number.
H. H. H
. . p
If you have a party with 7 heroes and a player, heroes will take this formation
H H H
H P1H.
H H
So, if you want to integrate seamlessly with hero formation you can infer Wich positions are available by looking at how many heroes you have .
For example , if you have a party with 3 bots and 4 heroes , formation should look like this.
H. H. H
H. P1 p2
P3
There are no other combat formations that heroes take, except when the hero has a melee weapon, if hero has a melee weapon is considered a martial character and it will take the first spots in hero formation instead of being their party number.
You can send your bots to wherever you like but if you don't take into account hero formation you will always have characters that overlap eachother, and that defeats the point in scattering.
Also, about the Z layer or ZIndex, you can read about it here.
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05/31/2024, 00:44
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#153
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elite*gold: 0
Join Date: Jul 2023
Posts: 147
Received Thanks: 147
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I appreciate the thorough explanation. I see what you mean. I'll look into it once I get some time free again, same with the Z link
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05/31/2024, 18:17
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#154
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elite*gold: 0
Join Date: Feb 2024
Posts: 66
Received Thanks: 13
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turning into a monster, reminds me my feather bot lol, gj crusher
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05/31/2024, 18:23
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#155
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elite*gold: 0
Join Date: Jan 2017
Posts: 63
Received Thanks: 55
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Hello,
To use the resign fonction as the leader on another bot, do you have a way to accept the resign and not just tp back to the outpost using ReturnToOutpost() ?
It could help me a lot,
Thanks in advance
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05/31/2024, 20:07
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#156
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elite*gold: 0
Join Date: Jul 2023
Posts: 147
Received Thanks: 147
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Quote:
Originally Posted by ATbs
turning into a monster, reminds me my feather bot lol, gj crusher
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Thanks man, slow progress but improved
Quote:
Originally Posted by Akiroisback
Hello,
To use the resign fonction as the leader on another bot, do you have a way to accept the resign and not just tp back to the outpost using ReturnToOutpost() ?
It could help me a lot,
Thanks in advance
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In the other bot, you'd have to edit the script.
If you exactly know when the ReturnToOutpost() is called, you can replace ReturnToOutpost() with :
Code:
Resign()
Sleep(2000) ; sleep for 2 seconds
ReturnToOutpost()
but if its hard to pinpoint when it goes to outpost or ReturnToOutpost() is mentioned multiple times in the script, you can search and replace ReturnToOutpost() with ReturnToOutpost2() and add next to the script :
Code:
;~ Description: Returns to outpost after resigning/failure. but takes other resigned players along
Func ReturnToOutpost2()
Resign()
Sleep(2000) ; sleep for 2 seconds
Return SendPacket(0x4, $HEADER_OUTPOST_RETURN)
EndFunc ;==>ReturnToOutpost
havent tried it, but think t will work
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05/31/2024, 20:10
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#157
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elite*gold: 0
Join Date: Jan 2017
Posts: 63
Received Thanks: 55
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Quote:
Originally Posted by t7tcrusher
In the other bot, you'd have to edit the script and add a sendchat typing /resign and then a sleep(2000) before the returntooutpost() or in thecreturn to outpost func to have the leader keep the followers in party when teleporting. Im not at a comp now so I cant literally type it out.
Not behind computer now so cant type it out.
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Thanks you very much ! I'll try it out when at home !
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06/03/2024, 13:41
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#158
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elite*gold: 0
Join Date: Jul 2023
Posts: 147
Received Thanks: 147
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New update is live! Check it out in the startpost and make sure to copy/save personal info from your config.ini should you have edited it yourself. I appreciate feedback!
V2.5
-Follower Placement implemented, it's now possible to place the follower around the leader by chosing a number on the dial in GUI
-Flag all followers implemented, modelID can be changed in GUI and when thrown on ground followers will be flagged (OOC) until picked up by leader.
-Scatterdistance will now be the distance from leader to this follower. It will no longer influence how crooked followers walk.
-Redid all bg images with darkened follower-ring
-Combined 'Fight when aggroed' with 'Fight called target', so now you only need to select Fight Yes or No and can be changed while playing.
-Changed the pickuploot function so the follower is less likely to draw aggro when checking for loot, and doesn't go for it if enemies too close to loot.
-Added timestamp to messages in Outputbox
-Lesser 'moving to' messages in Outputbox.
-Credits and Changelog can now be read by pressing the INFO button in GUI.
-Followers will quit fighting and follow leader when distance between current target and leader exceeds 1450
-Followers will now only follow leader through Outposts if selected in GUI, else they'll wait till leader leaves outpost
-Bot will now save changed GUIsettings that can be adusted while playing
-Some settings were not properly read from config, redid the settingssaving and settingsreading completely.
-Followers would sometimes go back through portal. Added a function to wait for MapLoad before starting to move again.
-Removed no longer necessary fight options from the GUI and script.
-Bugfix, 'Window on Top' wasn't working when it was read from the config file, also I default it to unchecked cause when running multiple instances of bot, only one of them can actually be on top.
-Fixed a problem where bot would not properly cast skills with longer casting times
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06/03/2024, 16:50
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#159
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elite*gold: 0
Join Date: Mar 2024
Posts: 19
Received Thanks: 4
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Amazing job!
Would love to hear what builds are you guys running on your followers.
I just run R/A Together as One Daggers (with Never Rampage Alone and TaO on first skill slots) and seems to work ok, but probably far from the best
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06/04/2024, 08:18
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#160
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elite*gold: 0
Join Date: Dec 2018
Posts: 54
Received Thanks: 13
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Quote:
Originally Posted by edu1391
Amazing job!
Would love to hear what builds are you guys running on your followers.
I just run R/A Together as One Daggers (with Never Rampage Alone and TaO on first skill slots) and seems to work ok, but probably far from the best
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All depends on how you're actual gameplay ( offense/defense/agressive or not ) is & how many followers you take with you.
When using FTC, think of Assassin Promise, Ebon Vanguard Assassin, You Move Like a Dwarf, Snowstorm ( or other PVE skill ), then depending on how many followers go for AOE skills ( preferable ones that interupts aswell & doing dmge in the same time ).
Works like a charm with me.
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06/04/2024, 19:18
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#161
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elite*gold: 0
Join Date: Feb 2014
Posts: 59
Received Thanks: 3
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I always use this bot on pve when I run my alt and clean VQ. This is so insane, I'm so excited to test these new functions!
So curious to see the next update
[Spoil Alert]
I heard about a HR function for para :3 ?
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06/04/2024, 21:40
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#162
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elite*gold: 0
Join Date: Jul 2023
Posts: 147
Received Thanks: 147
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Quote:
Originally Posted by geneticcleans
I always use this bot on pve when I run my alt and clean VQ. This is so insane, I'm so excited to test these new functions!
So curious to see the next update
[Spoil Alert]
I heard about a HR function for para :3 ? 
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Thanks and enjoy! I hope it's working even better then the previous version for you.
Do let me know if you run into issues, or just share your experience
[Spoiler alert] no HR function in the making (yet) i'm afraid, hope it still brings you joy!
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06/05/2024, 16:24
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#163
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elite*gold: 0
Join Date: Feb 2024
Posts: 66
Received Thanks: 13
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T7, how cool do they interrupt if all mes? or just spam skills?
Do they have some sort of interrupt function?
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06/05/2024, 18:33
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#164
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elite*gold: 0
Join Date: Jul 2023
Posts: 147
Received Thanks: 147
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Quote:
Originally Posted by ATbs
T7, how cool do they interrupt if all mes? or just spam skills?
Do they have some sort of interrupt function?
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No smart interrupt, but if equipped with skills that interrupt next x skills then it works, i usually equip an interupt skill on one mesmers first skill, and on other mesmers on different positions so there s a bigger chance they interrupt.
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06/05/2024, 20:15
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#165
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elite*gold: 0
Join Date: Feb 2024
Posts: 66
Received Thanks: 13
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Tested last version.
What i used to do before is just get close to an NPC the follower had to talk to and do missions with. Happens now that the follower keeps spamming leader's position making it more difficult to do so, you can see in the status an endless "moving to". Before it would get close to leader and thats it.
Also, a "stop" would be cool, sometimes i change characters and have to relaunch bot again because i cant change the leader.
Sometimes it doesn't skip videos
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