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bonebox

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Posts posted by bonebox


  1. I've noticed that sometimes when looting the bot misses getting things first time because the alt press seems timed in with the clicks and sometimes they must be slightly out of sync. You can see this when you have item highlight off and the labels flash on and off. This seems worse with 0.19b and I've noticed it stuck trying to pick things up with them completely out of sync not sure what's going on there.  Why do that? Just press and hold the alt key when it starts looting and release when it's finished.


  2. And btw - question - why my bot ignores skill priority?? His 5> 10>15 for example:(

     

    Just to check - you know priorities are only for where skill ranges overlap yes? Bot always targets closest mob then chooses skill based on priorities at that mob's range.

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  3. It's not just that it's the speed, it's having to search for item labels still. Guessing you've had no joy with locating the item label's window coords in mem? Didn't someone say they knew where they were on another post? That sort it straight away :)


  4. Is it me missing something or has the looting just been added to rather than changing? It still seems to do the vertical search but then also does the spiral search after 1 loop of the up/down? Can't see any variables in ini files for changing the spiral parameters either.


  5. Bot sometimes follows mob instead of attacking if click and hold attack is set on a left mouse mouse button skill. Think i know what's happening: at the point the attack is initiated, the mouse isn't over the mob perfectly, either through it moving or desyc or whatever, so it clicks and holds but it's going to do movement instead of attack. But as it thinks it started with an attack it doesn't release the button and hence follows mob around, maintaining movement rather than attack. Solution: don;t set any skills on left mouse you want to do a hold attack with.


  6. Agree with kokosoida be a ballache to have to go and check everything each update. What would help for some a bit is I guess is having the 3 vendor coords available for edit in the bot gui then don't get forgotten and easier to tweak when needed. Or even 3 buttons in gui which allows just clicking in the game screen on the sell and it logs the window y.

     

    On the bot update front what would be really nice if anyone keen enough can be arsed is a script the would read an old bots ini files and update a new one's where the variables match. I don't think it's worth the effort but I'd happily have it if someone did it :)


  7. Just a suggestion in lieu of a fix.... ;) I've seen it happen so many times and from what I can see it can be between any 2 destinations, be that item or mob or chest or whatever, so must be something in the core of the pathfinding routine. And it's definitely thresholded, if for example I leap over on of the turn points most times it'll just go on it's way. So:

     

    1st: detect it's happening - track last 4 or 6 things it's headed towards and if they're cycling then it's stuck.

     

    2nd: Ignore one of them for say 10 secs, that should be enough for it to get past whatever distance threshold and get it going again


  8. Ah yeah sorry forgot it'll only upgrade maps it's going to run. Immo is working on a map upgrade system in EB Tools. Long as you have enough trans orbs your pickit code should be doing that, though think they might need to be in the same stash tab the map s being picked from


  9. Open source and commercial tend to be mutually exclusive other than maybe the linux world. I wasn't so much giving advice as a reality check, from the things you're saying sounds like you have years of work ahead of you. But you could be a whizzkid too so go for it!

     

    Think about what this program is doing though, replace the memory reading with sensor input and the game interaction with motor control and you've got yourself a full fledged robot control system. The fact that it's in a virtual world rather than the real is almost irrelevant. You're in the fckn matrix now man, hence my avatar the ultimate bot ;)


  10. lol no offense meant here dude, really, as I obviously don't know you and your skills, but if someone can't think where to start on something as complex as this then they've got a hell of a lot of learning head of them :?

     

    As a pointer though three core things I think you'll need to research; reverse engineering, reading and understanding another running program's memory and path-finding; you need to detect and understand the world you're in and be able to navigate around it. After that you obviously need a lot of decision routines to deal with the things you find in that world and the effects it has on you. And then decide how you want to tell the game to do things about what if finds/things that happen, either by controlling user input as this bot does, or injection as others do. Alk's a fckn whizzkid when you think about how involved all this is.

     

    As I say tho no offense meant and good luck man, look forward to maybe trying your results out one day :)


  11. Nice find kokosoida, not seen that! Not quite right though as it's treating the range as visually circular, only true if the view direction was perpendicular to the xy plane. That's part of my point, some people naturally assume that the range is visually symmetrical all around the character, it isn't, and it's not vertically centered either.

     

    And the reason I think that's important to be aware of is using that tool for example you might set a skill range of 800 and think you've got the visible screen covered, then wonder why it doesn't seem to be working sometimes and perhaps not notice, like I didn't, that was happening in the upper corners where there are areas outside that range :)


  12. lol Ze yes agree the maths is trivial :) But it's more that it's not intuitive, I think maybe because the game is mostly fixed in it's viewing angle (I always have it at min zoom) it looks more like an isometric 3d game and it's easy to forget it's a full 3d environment it looks so flat. It was a surprise to me the extent of the boundary distortion and range variation to screen edges when I actually ran through it (and I'm a painfully expensively educated astrophysicist as my student loans still testify(!), you would think coordinate frames should be second nature to me! ;) ) Maybe because I'd stupidly not really thought about it properly before, just knew it was about 700 to horizontal screen edge and based skills on that.

     

    Hope it helps some though, no matter how intuitive you are there's no display ingame that gives an easy handle on distances and without thinking it through I think it's easy to assume a given range would be visually centred on your character. Hope i didn't give the impression of preaching on this, just did it for myself and thought it a worthwhile share mostly for the noobs! :)


  13. First off the following is based on the assumption that Alk uses standard pythag on the ingame coordinates for the character and mobs to figure distance for skills. Tell me if that's not the case Alk because all this will be bullshit and I'll rework it!

    Second been able to figure this thanks to the whizzkid Immo who's now a memory reading scripter and has ingame coords in his current dev version of EB Tools that he kindly let me play with (cheers dude you's a star man!)

    So the ingame coord system. Is a bit weird. It's both a perspective and the base frame is rotated, you can see it in the image below. The x and y run inline with the floor tiles:

    aw2lwx.jpg

    In this screenshot my characters world coordinates are x:8141 y:14250. If I walk to the top left screen edge they become x:8087 y:15467. Pythag gives a distance of 1216. Screen edge middle bottom gives 450. The main variations on that are in the next image:

    2ljn52r.jpg

    As you can see it's almost twice the range to the top of the screen edge than the bottom which means a range is not visually centred on the character, it's also not an ellipse. You can see the effects of perspective on the set of greeny yellow tiles the character is standing on, rather than being a diamond it's kind of distended towards the bottom. I've run the measurements through an image editor and plotted (roughly) the boundary this would give for a skill range of 450:

    2e5tdm9.jpg

    Notice it's not a circle or perfect ellipse and also not vertically centered. But it's more or less right, if pythag on world coords is what the bot does.

    And for setting skills here's a 200 incremental scale:

    zlvzwj.jpg

    It's actually explained something to me. I was wondering why my curses seemed to cast sometimes when I'd expect them to and not others. The pattern I failed to notice was they weren't casting as expected when mobs were approaching from above but were if they came from below. If they enter the screen from one of the top corners they are 1200 away, if they come from one of the bottom corners they're 650 - a big difference and not very intuitive in a visual sense.

    And for the noobs looking for a simple answer to give a single skill good coverage over the visble screen 700-800 will do it :)

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