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.
I'll check it, i usually have it on 125 lowest. If they keep moving, it's probably too low.
hello, it would be really nice if instead of using plain GWInches you could use Area ranges.
GWInches are not intuitive at all, and even knowing what they mean..giving a "75" or a "1550" as a commnet for a setting is not much user friendly.
it is much more intuitive and self explanatory instead of saying.. "150" if you say "touch range", istead of 1500 you say, "spellcast range"
also, for your bot its easier to plan functionality and kind of ensure a spected behaviour.
if you stick to game ranges youll notice you will have less messages asking on how to configure it proper since everything is self explanatory.
this are the areas the game uses for everything, it is very rare that the game does not take this ranges into consideration,(i dont think theres a case but who knows)
hello, it would be really nice if instead of using plain GWInches you could use Area ranges.
GWInches are not intuitive at all, and even knowing what they mean..giving a "75" or a "1550" as a commnet for a setting is not much user friendly.
I disagree, if I were to use the predefined distances you recommend, one would still have to know what that translates to in real distance. I choose to have a bit more freedom at setting the distance, and when you change the setting you immediately see the new result, that seems pretty userfriendly to me.
Quote:
Originally Posted by ATbs
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
I can not replicate the problem with followers keeping moving to leader while standing on top of him. Distance 125 in GUI is same distance as heroes keep from leader. 75 is almost in between. Can you check if there are 'specific' circumstances when this happens?
Botrestart, good idea, I'll check if i can implement restart bot button for next update.
Sometimes it doesn't skip videos, I can't get it to work 100%. It seems to depend on what part of the script the bot is at, when the cinematic starts. Most of the time it works, sometimes with a little delay where one after the other the followers resign one by one. For now this is as good as it gets.
I'll check it, i usually have it on 125 lowest. If they keep moving, it's probably too low.
Rather than moving, it keeps spamming my leader's position, coords.
Don't know, with the positioning feature, the follow distance makes much sense, i always want a follower to stay as close for "Incomming" and such skills.
By the way, the pickup on item drop kinda eliminates the follow range which id guess u did to be either safer or in combat if attacking?
Oh thats another thing, to pickup after no foes are in range or the fight is over, rather than in the middle of the fight, specially if you are just following.
I disagree, if I were to use the predefined distances you recommend, one would still have to know what that translates to in real distance. I choose to have a bit more freedom at setting the distance, and when you change the setting you immediately see the new result, that seems pretty userfriendly to me.
I can not replicate the problem with followers keeping moving to leader while standing on top of him. Distance 125 in GUI is same distance as heroes keep from leader. 75 is almost in between. Can you check if there are 'specific' circumstances when this happens?
Botrestart, good idea, I'll check if i can implement restart bot button for next update.
Sometimes it doesn't skip videos, I can't get it to work 100%. It seems to depend on what part of the script the bot is at, when the cinematic starts. Most of the time it works, sometimes with a little delay where one after the other the followers resign one by one. For now this is as good as it gets.
Here, even if it's next to the leader it keeps spamming follow like in image 1. Image 2 is what I mean, and in that pic the follow range was set to 225, still same result.
2.4 had amazing follow, if you can leave that with the positioning and the follow or not in town would be cool.
As for restart, maybe a Stop with the GUI_ENABLE of leader and follower fields instead of Pausing would be easier for coding. Since the stop doesn't change any config so in reality is just the same
Rather than moving, it keeps spamming my leader's position, coords.
Don't know, with the positioning feature, the follow distance makes much sense, i always want a follower to stay as close for "Incomming" and such skills.
By the way, the pickup on item drop kinda eliminates the follow range which id guess u did to be either safer or in combat if attacking?
Oh thats another thing, to pickup after no foes are in range or the fight is over, rather than in the middle of the fight, specially if you are just following.
Did you replace all files of the new bot? I don't think there's any coordinates mentioning anymore in the statusbox, there was in the previous version.
(A screenshot with your playernames blurred might shed some light on this.)
There is no longer a followdistance to be set, unless you mean the scatterrange. You don't want all followers standing on you with aoe damage. The scatterdistance makes an aoe spike less likely.
The drop item to flag was only implemented to safely pull.
Quote:
Originally Posted by ATbs
Here, even if it's next to the leader it keeps spamming follow like in image 1. Image 2 is what I mean, and in that pic the follow range was set to 225, still same result.
2.4 had amazing follow, if you can leave that with the positioning and the follow or not in town would be cool.
As for restart, maybe a Stop with the GUI_ENABLE of leader and follower fields instead of Pausing would be easier for coding. Since the stop doesn't change any config so in reality is just the same
Oh wow, thats a big bug, you're following in outpost. It's really nasty there, just verified. Please don't use follow in outpost while I try to quickfix that.
[UPDATE] I edited the startpost with a fixed package, or download the loose affected file underneath.[/UPDATE]
There is no longer a followdistance to be set, unless you mean the scatterrange. You don't want all followers standing on you with aoe damage. The scatterdistance makes an aoe spike less likely.
Right, I have the last version but got a bit confused lol. Yes, all I mentioned was in outpost, nowhere else. Will test and reply.
Quote:
Originally Posted by t7tcrusher
The drop item to flag was only implemented to safely pull.
Right, but some deaths ocur because it goes and pick up in the middle of the fight, thats what I mean.
BTW, did u find a way to make rendering ( didnt check but asume that's what hide gw does ) work? Tried that, tried just minimize/restore, but for some reason one way or another bots seem to skip functions or overall not behave well.
Right, I have the last version but got a bit confused lol. Yes, all I mentioned was in outpost, nowhere else. Will test and reply.
I never have them follow in outpost so figured npc's in explorable areas, but they definately went bananas in town
Quote:
Originally Posted by ATbs
Right, but some deaths ocur because it goes and pick up in the middle of the fight, thats what I mean.
So regular loot pickup you mean. I scripted they'll look for loot when not fighting and they can not pick up loot when enemies are near castingrange from dropped item. If enemies move in range after that check, or if partymembers aggro, it is possible follower will pickup loot while being in fight but this should not occur often.
Quote:
Originally Posted by ATbs
BTW, did u find a way to make rendering ( didnt check but asume that's what hide gw does ) work? Tried that, tried just minimize/restore, but for some reason one way or another bots seem to skip functions or overall not behave well.
Yes, Hide GW disables rendering. Do you have AggroRange at 1250? When lower, follower might seem to be doing nothing when in fact it neglects enemies further away then AggroRange.
Yes, Hide GW disables rendering. Do you have AggroRange at 1250? When lower, follower might seem to be doing nothing when in fact it neglects enemies further away then AggroRange.
This has to do with Rendering? Have you tested it for a long time? Mines seem to stop or skip stuff after a while.
And no, i don't think i've used that Aggro range, i always use on call.
This has to do with Rendering? Have you tested it for a long time? Mines seem to stop or skip stuff after a while.
And no, i don't think i've used that Aggro range, i always use on call.
It has not been tested for a long time with rendering off. I am the only one who tested this version and spend more hours scripting then I do testing. I have to rely on feedback like this, cause I can't possibly intercept every issue myself.
Aggrorange does indeed not make a difference, but you said some functions seemed to skip or not work as intended, so I was ruling out aggrorange. If it is rendering related, more bots should have this problem, otherwise it might be hardware related or botmemory related. If more peops experience the same issue, please let me know.
I have noticed when using the disable render function, my Vaettir bot will become stuck during combat, and start working when I enable rendering. I am sure my functions are the same. Idk how to fix this, but I would suggest if anyone knows how, instead of actually disabling rendering, maybe have the game resize itself to a tiny resolution like 20x20 or such so the rendering is still there but super low cpu. This is what some other botting applications do. Then again may introduce new issues. Thanks for all the hard work here, I enjoy seeing this development.
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.
I got it fixed When my botwindow is opened the window on top works but when started it didn't function well anymore. The problem was that I didn't target the GUI but the GUI-name. Since the gui name is changed when the bot is started it malfunctioned. It's working as intended now that I adjusted. Still it was thanks to you I looked into the issue again, so thanks again!
Quote:
Originally Posted by ATbs
Yes, all I mentioned was in outpost, nowhere else. Will test and reply.
Did you happen to test it yet?
Quote:
Originally Posted by Scythe X
I have noticed when using the disable render function, my Vaettir bot will become stuck during combat, and start working when I enable rendering. I am sure my functions are the same. Idk how to fix this, but I would suggest if anyone knows how, instead of actually disabling rendering, maybe have the game resize itself to a tiny resolution like 20x20 or such so the rendering is still there but super low cpu. This is what some other botting applications do. Then again may introduce new issues. Thanks for all the hard work here, I enjoy seeing this development.
Thanks for letting me know In next update I will disable renderbox unless I will get reactions from peops that want to keep it implemented. Glad you enjoy it, I got more planned but 'Time' the eternal enemy is strong as ever
I have noticed when using the disable render function, my Vaettir bot will become stuck during combat, and start working when I enable rendering. I am sure my functions are the same. Idk how to fix this, but I would suggest if anyone knows how, instead of actually disabling rendering, maybe have the game resize itself to a tiny resolution like 20x20 or such so the rendering is still there but super low cpu. This is what some other botting applications do. Then again may introduce new issues. Thanks for all the hard work here, I enjoy seeing this development.
i read your idea of making the window as small as possible, and tried it in my project, while it works, CPU and memory comsumption are not reduced, no matter the windows size.
the only thing that seems to reduce CPU footprint is limit FPS, the bad thing is the lowest the game fps can be set is to 15fps, while this in fact reduce CPU consumption is not on par with Disable rendering
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