After a ton of work and an incredible amount of help from DaxterSoul, I was able to get a first version of autowalk working in my bot! It is worth mentioning that my solution finds the globally optimal path, whereas some bots seem to have approximate paths. Also, due to the architecture of the bot, there are no silly "sleep"s in the code to determine how long to wait until taking the next step in the path (like you'll see in other bots). Upon completing one step along the path, the character starts his next movement as quickly at 1000% speed as he would at walking speed.
After a ton of work and an incredible amount of help from DaxterSoul, I was able to get a first version of autowalk working in my bot! It is worth mentioning that my solution finds the globally optimal path, whereas some bots seem to have approximate paths. Also, due to the architecture of the bot, there are no silly "sleep"s in the code to determine how long to wait until taking the next step in the path (like you'll see in other bots). Upon completing one step along the path, the character starts his next movement as quickly at 1000% speed as he would at walking speed.
Without further ado, enjoy this short demo!
i wonder how did u make the no delay between the movements , do u just keep checking his position and once his position equals the destination you move forward to the next one ?
i wonder how did u make the no delay between the movements , do u just keep checking his position and once his position equals the destination you move forward to the next one ?
My bot is event-based. I send the move request. Once the server responds that movement has begun, I calculate the time required to reach the destination. With this time, I set up a delayed event to be triggered. Once that event triggers, I know that I've arrived at my destination (unless I was interrupted). If I track ping in realtime, then I could even move more fluidly by accounting for the time required for the server's response to arrive and reduce that delay for my event.
Wow, you did a great job. Can you share how you do that? Such as the programming language that you using and the way you create the 2d map and what kind of algorithm you use to know the obstacles?
Wouldn't it fail to reach its destination if you had packet loss or server was lagging?
best strategy to autowalk is always execute A* in parts, so as a result you wont have to load the whole map and solves packet loss and server lagging problem
Autowalk function 01/14/2015 - SRO Coding Corner - 6 Replies I'm working with bot in C# and i wanted to add autowalk function on it but i don't get the theory of it till now have anyone got a clue ?
War Z Autowalk 08/31/2013 - Infestation - 13 Replies Ist es i-wie möglich zu laufen während man z.B auf dem Desktop ist?
Bräuchte dringend diese Info, danke!
[Help] Coding Autowalk/Need good C++ Coder 05/12/2012 - 12Sky2 - 8 Replies Ok hello,
I have found a way to make an auto-walk function using the World Character coordinates. I found the GoTo Coords that get set everytime you click a new spot to walk to, and I found the function that actually makes the character walk. So now I can manually set the coords that I want to walk to, and then make the character walk.
Now I am trying to figure a way to "record" a set of waypoints into an Array or Vector. Such as turn a Bool on called "Record", when the Record Bool...
Cabal Rider ab PF kein Autowalk mehr? 06/06/2011 - Cabal Online - 1 Replies Habt ihr auch das Problem, dass der Bot ab Pontus ferrum nicht emhr in der lage ist alleien über die Karte zu laufen? Wenn ich einen Doppelklick auf die Minimap mache, erscheitn kein Kreuz und er läuft nicht los, auch wenn der Bot zwischendurch mal stirbt, kann er nicht alleine zurück zum Botplatz laufen. Auf den niedrigen Maps kann er das, aber in PF nicht mehr.
Ist das bei euch auch ein Problem?