Patched[NA] Consolite 1.49 Bot

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[NA] Consolite 1.49 Bot
First off, ALL credits go to @Nico, @DanK, @dewdew, and everyone else that worked on the "Vindictus Project." They are the ones that have made it possible to hack Vindictus

Secondly, credits goes to @gdrthuy for figuring out how to use Consolite as a bot and releasing it.

Once I saw this released, I thought I'd do a little experimenting with it. Now, a lot of people have been saying that this will only work for maps such as "The Weeping Queen." However, this is not true. Searching through these forums, I found out that changing your figure height to some ridiculous value would trigger the boss spawn. The problem with this, though, is that the screen goes automatically black. So I did further research in the forums and found out how to get around that. After much trial and error, I have finally figured out what delays must be used (at least for "Revenge") that should be used. Basing it off this though, I'm sure that many could figure out how to make bots for other maps as well.

Code:
a_delayed 1 a_boat_no_intro "1"
a_delayed 3 a_boat_start
a_delayed 10 changelevel 2
a_delayed 15 changelevel 2
a_delayed 20 changelevel 2
a_delayed 25 changelevel 2
a_delayed 30 changelevel 2
a_delayed 33 cc_change_figure_height 500
a_delayed 35 scaleform_fade_in 0.1
a_delayed 37 a_nuke
a_delayed 100 a_if a_var_is_quest_ranking_shown == "1" "a_boat_replay"
a_delayed 115 a_exec btt.txt
NOTE: You can have as many "changelevel 2" as you want. I found out that even though you're at the final map, it just stays there.

NOTE: Some maps, such as "Friends?", require you to defeat a certain amount of mobs that keep respawning until the boss appears. So just put more than one "a_nuke" command.

NOTE: For maps that require you to wait a certain amount of time, use the "host_timeplus" command, followed by "a_nuke" to kill that boss.

NOTE: Don't change your size back to normal... if you do, and there are mobs still alive, bad things can go really wrong really fast...
To use this:
1. Create a new text file, paste the code in there. If you know how to change it for a certain map, go right ahead. Save it as "btt.txt"
2. In your Vindictus folder (I would hope you know where this is located...), create a new folder called "a_cfg". Put "btt.txt" into that folder.
3. Open up Vindictus with Consolite (I would also hope you know how to inject it)
4. In the console, type [bind "KP_PGUP" "a_exec btt.txt"] and hit enter. Do note that you can use any other bind, I just used this as an example.
5. Enter a boat and push whatever key you have it binded to and voila! It bots!

One thing to take note of is that you can open btt.txt while it's botting and change the delays, so if it's too slow, just change the delay and be sure to SAVE IT!!!

Hope this helps!

The one thing that does suck about this is that I don't know how to turn it off other than shutting the game entirely. If anyone could shed some light on stopping the bot while in game, please do so it'd be appreciated!
Would just using the disable command work..? Haven't given it too much thought, just remembered using the command a while back..think it was with this console. Although I use my own "fail" bot atm, this looks nice. Sure alot of people will make good use of this +best
In gdrthuy's thread, someone mentioned deleting the info in btt.txt, it stops it but not instantly. Around a minute after I delete the info and save it stops for me.
Very nice, I'll give this a shot and see if it works.
This won't work for a lot of maps.
works great, however after about 20 runs i would get server delay.
Question
a_delayed 35 scaleform_fade_in 0.1
What does scaleform_fade_in do?

One thing to add
a_delayed 100 a_if a_var_is_quest_ranking_shown == "1" "a_boat_replay"
Since you are doing a timed delay, there is really no need to check if ranking_shown is 1 or not, just replay would do.
Quote Originally Posted by wolb View Post
Question
a_delayed 35 scaleform_fade_in 0.1
What does scaleform_fade_in do?

One thing to add
a_delayed 100 a_if a_var_is_quest_ranking_shown == "1" "a_boat_replay"
Since you are doing a timed delay, there is really no need to check if ranking_shown is 1 or not, just replay would do.
Scaleform_fade_in is used to skip cutscenes and cause bosses to spawn
Quote Originally Posted by N3mzonline View Post
Scaleform_fade_in is used to skip cutscenes and cause bosses to spawn
Naw, it just makes the black screen fade away.
Indeed it won't work for some, but it will work for most. Thank you for being generous and sharing! Time to start up the ol' Virtual Machines and laptops.

Also if you would like to stop this just open the options and change a setting (like audio to 7.1, which changes nothing anyway) and hit okay and it will reset the binds.
Nice so changing your height really does force boss to spawn then great to know =)
work until the boss usually, but back to the boat stops working and got this message on ConsoLite couldn't exec btt.txta_delayed, and this is

the command bind "KP_PGUP" "a_exec btt.txt" does not work, only works if I copy the commands
Quote Originally Posted by kkaroto View Post
work until the boss usually, but back to the boat stops working and got this message on ConsoLite couldn't exec btt.txta_delayed, and this is

the command bind "KP_PGUP" "a_exec btt.txt" does not work, only works if I copy the commands
its suppose to be a_delayed 110 a_exec btt.txt, you can change the delay so it fits your need, its not suppose to be "btt.txta_delayed" unless you just miss typed.
For those of you that want it to work better save this into btt.txt instead
I did this on my overkill rig so you may need to adjust the replay times and whatnot.

To start the bot type "a_exec btt.txt" since binding's wont work without Nico's .dll

On a side note, this works minimized. Yay!

Code:
a_delayed 1 a_boat_no_intro "1"
a_delayed 3 a_boat_start
a_delayed 6 changelevel 2
a_delayed 7 changelevel 2
a_delayed 8 changelevel 2
a_delayed 9 changelevel 2
a_delayed 15 cc_change_figure_height 1000
a_delayed 19 cc_change_figure_height 1
a_delayed 20 scaleform_fade_in 0.1
a_delayed 21 a_nuke
a_delayed 22 a_nuke
a_delayed 23 a_nuke
a_delayed 24 a_nuke
a_delayed 25 a_nuke
a_delayed 26 a_nuke
a_delayed 27 a_nuke
a_delayed 28 a_nuke
a_delayed 29 a_nuke
a_delayed 30 a_nuke
a_delayed 80 a_if a_var_is_quest_ranking_shown == "1" "a_boat_replay"
a_delayed 85 a_exec btt.txt
Bindings work great with Dewdew's recently implented ALIAS in CS 1.49. @gdrthuy has a thread with binding tutorial.

My question is, wouldn't replacing the delayed a_nuke with a_nukeall be more efficient?
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