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JT's Rappelz Bot

Discussion on JT's Rappelz Bot within the Rappelz forum part of the MMORPGs category.

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Old 06/09/2008, 16:44   #1021
 
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JT nice work.

so now i report a bug.

the bot post sometime to fast "/position" as "7position" german keyboard or double "/positionposition"

the next: he move not he post "/position" again and again and do nothing.

here a screen:


EThaNol
AmonRa is offline  
Old 06/09/2008, 17:20   #1022
 
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Originally Posted by x1n View Post
banned ;D

Hallo, dein Account wurde Aufgrund von Benutzung einer Third Party Software terminiert. Wenn ein Account terminiert wurde, besteht keine Möglichkeit diesen wieder zu eröffnen. gPotato ID :c....
Charaktername :Nay...

hurensoehne <.< und dann noch 20euro ausgegeben am gleichen tag^^

Ich nehm an das war dein main account ?

Mich würde mal interessieren ob sie "bot" und Main account nach Ip bannen würden ...

Weil ändere nicht erst meine ip wenn ich mule ...


Quote:
Originally Posted by AmonRa View Post
JT nice work.

so now i report a bug.

the bot post sometime to fast "/position" as "7position" german keyboard or double "/positionposition"

the next: he move not he post "/position" again and again and do nothing.

here a screen:


EThaNol

same problem
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Old 06/09/2008, 17:59   #1023
 
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I got the same problem lick AmonRa and Gabberking234
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Old 06/09/2008, 19:06   #1024
 
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Plz anyone help me =/ , what i have to do, i use vista, can anyone make a vid or something to explain how to use that,

ty
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Old 06/09/2008, 21:07   #1025
 
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V12.6
-Now moves in 8 directions and I repaired the script... sorry, had used a set of variables twice and was causing a permanent Left movement. The movement is still very robotic so take care when using.
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Old 06/09/2008, 21:16   #1026
 
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V12.7
sometimes you just want to kick yourself... and this is one of those times... I shortened the clicks so you did not select your pet or yourself on lower resolutions.
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Old 06/09/2008, 21:25   #1027
 
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the problem with the move is unfixed

he move sometime not
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Old 06/09/2008, 21:26   #1028
 
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I am thinking about toying with the move until you find a target thing, but the bot could wander quite far... not sure if I should go this way? It would make the bot act more natural, but could also send it an unpredictable distance. What I mean is... it would only check your position after you defeat a mob, then it would move in the current direction until it is able to acquire a target... just a little glimpse into what my mind is pondering... I will check back in a few days.

BTW - I will add that french bot-trap soon... probibly in the next day or so. I have to go to work now....
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Old 06/09/2008, 21:38   #1029
 
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Quote:
Originally Posted by AmonRa View Post
the problem with the move is unfixed

he move sometime not
you are having a different problem than I was... Your problem may be lag related as you have stated that it does not type everything sometimes. and other times it double types... typical lag related issues. You may want to up the process priority for Rappelz (sframe.exe) or close some un-needed applications that are hogging resources. I am not having this problem on any of my three PCs. Your problem has nothing to do with the actual movement and everything to do with the acquisition of the coordinates. Sorry about your luck there... be patient. I am more concerned with the movement script working as designed on my PCs bug-free... then I will focus on the rest of the world.

The problem I fixed was an EVERYONE problem that noone really noticed. I had varriables I was using in the moving script that were already assigned in the bot-trap detection script that was throwing the movement script into a permanent left movement. I repaired this... so yes, it is fixed.

I also added 6 more directions of movement so the bot did more than run left and right. Now the bot will travel on an eight point axis. This will give a more realistic directional interface, but the bot still acts robotic in its movement nature... I am working on this.

In time I will debug and perfect the movement script, however, if it is not working for you... don't use it. I have left the last two versions that used camera turning on the first post.
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Old 06/10/2008, 01:13   #1030
 
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Quote:
Originally Posted by jtremblay View Post
you are having a different problem than I was... Your problem may be lag related as you have stated that it does not type everything sometimes. and other times it double types... typical lag related issues. You may want to up the process priority for Rappelz (sframe.exe) or close some un-needed applications that are hogging resources. I am not having this problem on any of my three PCs. Your problem has nothing to do with the actual movement and everything to do with the acquisition of the coordinates. Sorry about your luck there... be patient. I am more concerned with the movement script working as designed on my PCs bug-free... then I will focus on the rest of the world.

The problem I fixed was an EVERYONE problem that noone really noticed. I had varriables I was using in the moving script that were already assigned in the bot-trap detection script that was throwing the movement script into a permanent left movement. I repaired this... so yes, it is fixed.

I also added 6 more directions of movement so the bot did more than run left and right. Now the bot will travel on an eight point axis. This will give a more realistic directional interface, but the bot still acts robotic in its movement nature... I am working on this.

In time I will debug and perfect the movement script, however, if it is not working for you... don't use it. I have left the last two versions that used camera turning on the first post.
this is probally mentioed alot but how do you...find your coords?
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Old 06/10/2008, 11:05   #1031
 
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I have also the same problem ... he write 7position ...

if i use capslock he write /POSITION get the coords in chat (5 lines)

and than it does nothing .... only post the coords in chat and search target .. mouse dont move ...
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Old 06/10/2008, 14:09   #1032
 
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Maybe it helps :)

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. Unfortunatly i can't test the waypoint version atm cause of the 7position-bug, 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).
2. Get coordinates.
3. Compare coordinates with range definied player coordinates.
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)
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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Old 06/10/2008, 21:25   #1033
 
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Quote:
Originally Posted by babu123 View Post
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.
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!
Quote:
Originally Posted by babu123 View Post
Unfortunatly i can't test the waypoint version atm cause of the 7position-bug,
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".
Quote:
Originally Posted by babu123 View Post
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).
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 View Post
2. Get coordinates.
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...
Quote:
Originally Posted by babu123 View Post
3. Compare coordinates with range definied player coordinates.
already does this - it changes your default direction to the the direction that will put you back inside of the set area.
Quote:
Originally Posted by babu123 View Post
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)
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.
Quote:
Originally Posted by babu123 View Post
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.
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.
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Old 06/10/2008, 21:36   #1034
 
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BTW - when you position the camera overhead... I recommend zooming all the way out from you character... This will make the bot move much further and it will allow the most area in view.
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Old 06/10/2008, 23:35   #1035
 
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Thx for the detailed information about ur bot... I try to think on about it too... But i c u know alot about it, so i feel a bit stupid... but hey... u have written the bot :P, u have to know. So if u need some backup or got any question and need other ideas, feel free to ask me, i ll try to think about it to and give u constructive ideas :P.

Quote:
Originally Posted by jtremblay View Post
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...
So i think the vector thing sounds really really nice.. maybe u can find out how many coordinate-points (dono if this r exact pixels or just free definied rappel x y coordinates) u pass if u click on the 1/2 zoomed-out northed above view... So u can calculate the angle and the clicks to the next check point, without checkin the coordinates again. Yeah and for sure u need to know how long a char (unwindbuffed, unquickpaced, unagistyled, unwindpoted and unr5bootequpid (OMG thats alot ;P)) needs to go to the 1/2 screen distance.... So if u know this... this should be "easy" but i think ur main problem is at the moment to do the coordinate readin not that often... its a bit to bot like i think to order every 2 secs the position coordinates. And another main prob is the getcoordinate function... Hm i ll think about it and post somethin later if i got a constructiv idea :P.
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