Updating cubeone.....

Posts 241255 of 346 · Page 17 of 24
I've finally made it!!! Now i have my client with autonexus, autofire and anti blind/confused/paralyze!!! Its easy guys, just follow the tut and watch out with the little things i posted about.

If anyone needs help just post here and im gonna try to resolve your doubts
Hey I cant do it no matter what, can you please send me email or something?
Thanks for this ^^. Btw Nilly, we could add a compensation of a few 1-2 blocks for target distance aiming, which would be useful when we are backing or moving away. Where would we add that? Something like calculate enemy distance - 2 or weapon data range + 2.
Quote Originally Posted by onichi22 View Post
Thanks for this ^^. Btw Nilly, we could add a compensation of a few 1-2 blocks for target distance aiming, which would be useful when we are backing or moving away. Where would we add that? Something like calculate enemy distance - 2 or weapon data range + 2.
If you want to lock onto targets that are a little out of your weapon's range modify this code found in the autoaim code,

Code:
	  ;calculate if considered target is in range using weapon projectile speed and lifetime 
      getproperty         QName(PackageNamespace(""), "speed_")
      pushshort           10000
      divide
      getlocal            11
      getproperty         QName(PackageNamespace(""), "lifetime_")
      multiply
      ifgt                L131 ;jump to next considered object (current considered object out of range)
to something like this,

Code:
	  ;calculate if considered target is in range using weapon projectile speed and lifetime 
      getproperty         QName(PackageNamespace(""), "speed_")
      pushshort           10000
      divide
      getlocal            11
      getproperty         QName(PackageNamespace(""), "lifetime_")
      multiply
      pushint          10
      add
      ifgt                L131 ;jump to next considered object (current considered object out of range)
10 is most likely too high but you can play with it. Let us know how it works out.

BTW, you have the right idea. If you wanted you could go the other way around and subtract from the calculated enemy distance found some lines above the code I quoted in this post.
Quote Originally Posted by nilly View Post
If you want to lock onto targets that are a little out of your weapon's range modify this code found in the autoaim code,

Code:
	  ;calculate if considered target is in range using weapon projectile speed and lifetime 
      getproperty         QName(PackageNamespace(""), "speed_")
      pushshort           10000
      divide
      getlocal            11
      getproperty         QName(PackageNamespace(""), "lifetime_")
      multiply
      ifgt                L131 ;jump to next considered object (current considered object out of range)
to something like this,

Code:
	  ;calculate if considered target is in range using weapon projectile speed and lifetime 
      getproperty         QName(PackageNamespace(""), "speed_")
      pushshort           10000
      divide
      getlocal            11
      getproperty         QName(PackageNamespace(""), "lifetime_")
      multiply
      pushint          10
      add
      ifgt                L131 ;jump to next considered object (current considered object out of range)
10 is most likely too high but you can play with it. Let us know how it works out.

BTW, you have the right idea. If you wanted you could go the other way around and subtract from the calculated enemy distance found some lines above the code I quoted in this post.
Thanks, I somehow understand what needs to be done, but reading it hasn't been much for me, I'd have to read from the basics and up to get to it. Thanks again.

EDIT:

Thanks Nilly. Setting to 1-2 gets the job done .
im thinking about trying to implement autohppotdrinker, if anyone wants that
Quote Originally Posted by moon00dragon View Post
im thinking about trying to implement autohppotdrinker, if anyone wants that
Not enough! XD
AutoPotDrinker is usefull, yes, but also a PriestAutoHeal is good...
anyway, grat idea... have you idea if pot are in specific place, or everywhere in inventory?
I'm trying to implement it in such a way that it knows which inv slots have hp pots in them.... the problem is I don't know how i would store them.

To anyone familiar with this kind of thing: would going through every inv slot every update slow down the client at all?
Quote Originally Posted by moon00dragon View Post
I'm trying to implement it in such a way that it knows which inv slots have hp pots in them.... the problem is I don't know how i would store them.

To anyone familiar with this kind of thing: would going through every inv slot every update slow down the client at all?
I think you'll be ok. The autoaim code actually runs through all the objects (map objects?) before it even decides to aim at something and it doesn't seem to lag.

---------- Post added at 09:52 PM ---------- Previous post was at 09:46 PM ----------

I see in com.company.assembleegameclient.ui::Inventory there is a function named useItem that takes an argument which is most likely the slot number to use. You probably already checked this out but I thought it was worth mentioning.
I know this feature is similar to auto nexus, couse it perform another action instead of teleport, it use pot.. but I can't figure how to say

if life < 35%
if char is priest & has mana
space
else if potion is in inv
use it
else
autonexus

thinking it is easy.,.. i know c, c# c++, vb, java... but really can't manage to understand what the code of autonexus does!
Quote Originally Posted by raikoug View Post
I know this feature is similar to auto nexus, couse it perform another action instead of teleport, it use pot.. but I can't figure how to say

if life < 35%
if char is priest & has mana
space
else if potion is in inv
use it
else
autonexus

thinking it is easy.,.. i know c, c# c++, vb, java... but really can't manage to understand what the code of autonexus does!
Ya I'm learning the language as I go along too. A couple of resources that you might find useful: http ://www.nowrap.de/flasm.html#flashvm and http ://www.adobe.com/content/dam/Adobe/en/devnet/actionscript/articles/avm2overview.pdf .

The nowrap.de link doesn't use rabcdasm syntax exactly. Conceptually it is still good information though. The other link is the manual for Actionscript Virtual Machine 2.
Quote Originally Posted by nilly View Post
Ya I'm learning the language as I go along too. A couple of resources that you might find useful: http ://www.nowrap.de/flasm.html#flashvm and http ://www.adobe.com/content/dam/Adobe/en/devnet/actionscript/articles/avm2overview.pdf .

The nowrap.de link doesn't use rabcdasm syntax exactly. Conceptually it is still good information though. The other link is the manual for Actionscript Virtual Machine 2.
In italy is 4:01 am... perfect hour for starting a new prog lang! thanks a lot nilly for everything!!
Has anyone found out where remove other player particles is?
thank you for this and i want to try it but i have a mac and im not sure yogda is compatible can u confirm this? is there other software for macs?
Unfortunately the programs used in the tutorials are largely windows programs so if you're on mac and don't have access to a windows box, your outta luck. You'll need to either make a windows vm or download a client somewhere.
Posts 241255 of 346 · Page 17 of 24

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