I remember once (quite a long time ago now) there was somebody selling an advanced autonexus bot for about 20$ (which is like £14)
Basically the bot monitors all shots around the player.
If the shot is about to hit the player and has enough damage to kill the player, the bot will nexus you.
I remember looking at that and thinking "that's totally not worth 20$!"
I bet it is really easy to make a bot like that. Who would be interested in a bot like that?
Also, I need you peoples' help on assessing wither or not I should release it or will releasing it break the game.
Personally, while I have not been on Rotmg (yes I quit), the game has been broken quite thoroughly (uswest nexus!!)
and I don't think an advanced nexus bot will make that much of an impact in that respect.
what do you guys think?
Sorry for making so many posts like this but hopefully you guys will understand why I must take caution releasing code.
Also woo i'm back! hooray! Does anyone still remember me? lol. But I've lost interest in Rotmg and am currently working on various other projects
so please don't expect too much releases from me :/
This script of yours probably is outdated by now, needs tweaking as rotmg puts new types of shoots in the game from time to time, I would love to see you release this script as you got nothing to lose.
I'm the guy who sells zautonexus, the "bot" that you're describing. (It's $30, not $20, by the way)
You're welcome to try to replicate it, but you're gonna have a hell of a time doing it
And please, do try to use the proper terminology. Calling it a bot implies that it can run without user input. What you're describing would be better referred to as a hack. (although, the new version of zautonexus does include an unattended fame farmer, so I suppose it's become part bot...)
Yeah it's not cake to implement like other autonexus types (statdata health based or hit tracking).
Theres a lot involved in order to actually predict things before the hit happens. It saves valuable time and in return makes it more reliable.
Ok so I got started on the auto nexus script. I redid it twice. Then I realized that I still had some time so I started working on an entire ROTMG bot!
Here's what it turned out like (expect the worst - i've only worked on it a tiny bit).
To summarize what is shown in the video:
AutoNexus is unreliable - died a couple of times
Server kicks the bot a lot because sending GOTO packets is quite hard
When you die, the bot doesn't know what to do because it hasn't planned that far ahead
reliant upon AHK scripts
for some reason, when someone TPs to the bot - there is a protocol error and the bot does nothing until you (a human) realizes.
See the autonexus in action: 4:51
Originally Posted by pixelzerg
AutoNexus is unreliable - died a couple of times
Server kicks the bot a lot because sending GOTO packets is quite hard
When you die, the bot doesn't know what to do because it hasn't planned that far ahead
reliant upon AHK scripts
for some reason, when someone TPs to the bot - there is a protocol error and the bot does nothing until you (a human) realizes.
Im replicated the Z nexus by myself, still not yet good due to huge amount of data processing, work good on single char, not on big group.
GOTO is easly to send, just use calculating as eth0nic sugessed to move bots.
TP will kick, you must separate official GOTO from fake GOTO, this will solve the problem.
AHK bot? pretty shit, use full bot but you must implement projectiles and hit detection inside.
Originally Posted by kola95
Im replicated the Z nexus by myself, still not yet good due to huge amount of data processing, work good on single char, not on big group.
GOTO is easly to send, just use calculating as eth0nic sugessed to move bots.
TP will kick, you must separate official GOTO from fake GOTO, this will solve the problem.
AHK bot? pretty shit, use full bot but you must implement projectiles and hit detection inside.
Nope, it uses AHK to click on the "play" button when the server kicks you out of the game. If I were to not use that method, I would have to make my own client or reverse engineer the rotmg client.
Projectiles and hit detection already is implemented inside. It's not that hard - just a simple formula to work out coordinates over time.
Originally Posted by pixelzerg
Nope, it uses AHK to click on the "play" button when the server kicks you out of the game. If I were to not use that method, I would have to make my own client or reverse engineer the rotmg client.
Projectiles and hit detection already is implemented inside. It's not that hard - just a simple formula to work out coordinates over time.
You could possibly redirect the client when you get a server kick, send a reconnect to it before the server kicks.