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Originally Posted by babu123
Hey
first: jtremblay thx for the great work. Its nice to c how u created this bot and how it grows with each version.
I tryed to create an intelligent version of ur movin script. So its not perfect for sure but i think it would improve ur present version.
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Thanks, It is very taxing and difficult to write. Some of it started out very simple and easy, and then it morphed in to an incredibly complicated script to perform a simple task. Most would be amazed at how long it takes to write something that appears to be simple. We take many things for granted... like our ability to read!
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Originally Posted by babu123
Unfortunatly i can't test the waypoint version atm cause of the 7position-bug,
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I have yet to understand why this is happening... I do not know what to do to fix that problem. the bot is trying to type "/position".
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Originally Posted by babu123
but i think i know how it works and y it looks so robotic.
So heres my pseudo "Movin around"-algorithm:
1. Put camera over player (Same function like in V12.4 the look left right funktion with the mouse, just with the up down mouse movment).
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The bot actually searches with tab like all previous versions. The limited range of tab almost matches the field of view with the camera turned facing down on your character. If I did have it search for a mob with the mouse this would be the ultimate bot-trap fix since the icon does not turn into a sword when you hoover it over a bot-trap.
Quote:
Originally Posted by babu123
2. Get coordinates.
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this is the problem. The acquisition of coordinates is very intense and the send function is somehow bugging on other PCs... Different languages having anything to do with it??? not sure, but lag is a very nasty enemy here. I have written this to be as fast as possible. I am forced to do this since the script is soooooooooo slow. It takes an incredible ammount of code to have something read the simplest things on the screen and actually decipher what it means and store it in a useful form... this is what took the longest to write and perfect. This even checks to make sure it has the first line on the chatlog...
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Originally Posted by babu123
3. Compare coordinates with range definied player coordinates.
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already does this - it changes your default direction to the the direction that will put you back inside of the set area.
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Originally Posted by babu123
4. Move like ur script says. (Heres the robotic thing i think, cause he moves just like 3 pixels and goes back to step 2.) So my version would be click on the corners (direction out of ur script) of the above-view.
5. Durin run, put camera back to the diagonal view.(Easier to find mobs)
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technically... the robotic part actually kicks in two steps ago... The movement script is very very fast. I have it set to move 1/4 of the screen distance twice (was 3/8 but there was an issues in targeting the player's information boxes and the map on lower resolutions) which is a good distance given the obsticles it has to overcome. I have given it 250ms delay... 1/4 second before it repeats the movement... your character travels more than 1/2 of the 1/4 screen distance before it clicks the screen the second time. This is smooth... it is the delay involved with checking timers (not an issue) checking targets (again, not an issue) and rechecking your coordinates (Huge issues and very time consuming). The actual coordinate check is what makes the bot appear very robotic, bot moves... then it stops to think about where it is... then moves again... etc. I have tried to impliment movement during the coordinate check script, but it still stops between moves and you walk a very long distance doing this... a very long distance. My character walked accross the whole camp I was grinding in doing this just checking its coordinates once. I have a few ideas I am going to toy with... I might have something in the works that will smooth this movement out soon. This early release was prompted by the endless request for this thing to move.
It will involve checking coordinates initially, and after fighting something. It will have a general idea of how far it is traveling after each move... so it will keep track of its movement in whatever direction and recheck if it moves near one of its boundaries in its best guess of how far it has gone. This should eliminate the script checking the pixel coordinates after every move and should make the bot move a bit more forgiving.
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Originally Posted by babu123
6. Search for mobs.
7.A: If u found mob go to "Kill mob" - function.
7.B: Else go back to point 1.
Hm... ok hope it helps a bit to improve ur movment function. If not tell me where i missed somethin plz. I rly wanne help u to create a good movement script so... be sure that i think about this too ^^.
P.s.: An awesom script would be a predefinied player waypoint script. So he rans from checkpoint to checkpoint if he don't finds a target. The problem is that u just can get ur players position coordinates not the mouseclick coordinates... so at the moment it would look like a slowmobot that gropes his way to the next checkpoint - very robotic, but if u round the coordinates, maybe it could be possible to make the bot a bit tolerant about the player waypoint coordinates and his movement... yeah the good old "mod" function :P.
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The checkpoint idea was another I had in mind... it can be done rather easily and you could even modify it to run to the nearest checkpoint... meaning you could make this run from town back to camp if you die. A good fix for this would be to use vectors... you could acquire the angle from your location then you could calculate the X and Y location within 1/4 distance from you character and have it move to that and when it is within a set range of the checkpoint (set radius range) it would move on to the next waypoint in the list... or if you are at camp it will move to the next camp waypoint, or previous...
Keep the ideas coming... While I have a lot of improvements in my head about this... There are some issues I do not have any ideas on how to better/fix. I would like to hear from those where this is working... it has been posted over a day now and I have only heard from those that it does not work with.