Ranking up bots.

Posts 4660 of 72 · Page 4 of 5
Quote Originally Posted by Botmaker View Post
Some ideas are a weight map for exploring the map and a-star for plotting a path around the map, including the events and quests for the path finder, the enemies movement is control by the server, the enemies have a movement velocity, it’s updated once per frame in side the client, the behaviour of group movement isn’t something I’ve considered, because it requires more code like a group manager class or selecting a leader to follow, had a little look into the entity interpolation it’s fairly simple, making the state machine is complex , trying to keep things simple for now, having all the bots sitting on top of each other might need to be changed later on, projectile avoidance is more on the table then a group manager.
Ahh ok. Although I'm sure it would be easier to set them to follow a certain type of tile near them, such as the Paths that circle near the beach and so, or even randomly move around godland grass.

If you need any help with anything (Such as time consuming AIs/pathfinders), I'm available. :P
Quote Originally Posted by Botmaker View Post
Proof of concept prototype client and video demonstrating a Multiboxing program

This video shows 40 level 1 wizards, watch in 720p


Feature list
Auto nexus at 50 percent
Preset realm portal
Preset target name

Way point system for following the exact movement of the target player, only follows the player when in the realm ,Teleports when the distance to the player is larger then 3 tiles., the movement code is still using the new tick packet for updating the bots movement unstable.

The wizard class starter staff is the only supported projectile at the moment.

auto aiming at the enemies, shooting at the enemies, collision detection with projectiles and the enemies, sending the enemy hit packet and the killing of the enemy.

Currently only the shore enemies are detected, Pirate, Piratess, Snake, Poison Scorpion, Scorpion Queen, Bandit Leader, Bandit Enemy, Red Gelatinous Cube, Purple Gelatinous Cube, Green Gelatinous Cube.
Wow, I gotta say, that is fucking amazing. Real nice work you've done.
Quote Originally Posted by Botmaker View Post
Proof of concept prototype client and video demonstrating a Multiboxing program

This video shows 40 level 1 wizards, watch in 720p


Feature list
Auto nexus at 50 percent
Preset realm portal
Preset target name

Way point system for following the exact movement of the target player, only follows the player when in the realm ,Teleports when the distance to the player is larger then 3 tiles., the movement code is still using the new tick packet for updating the bots movement unstable.

The wizard class starter staff is the only supported projectile at the moment.

auto aiming at the enemies, shooting at the enemies, collision detection with projectiles and the enemies, sending the enemy hit packet and the killing of the enemy.

Currently only the shore enemies are detected, Pirate, Piratess, Snake, Poison Scorpion, Scorpion Queen, Bandit Leader, Bandit Enemy, Red Gelatinous Cube, Purple Gelatinous Cube, Green Gelatinous Cube.
Okay, I got to say very nice jobs on this you have some major talent and a lot of bronze for doing this.

Quote Originally Posted by Botmaker View Post
Planning on selling yes, definitely not releasing this Multiboxing program to the public for free, what I’ll be selling is still undecided, maybe a completely different game with time, in the short term, looking to improve the engine, to start with i need to create a new project and join the 10+ projects/prototypes into one complete client capable of playing the game automatically with high performance and stability.
I agree with your discussion on this for selling it. If I may, don't set the bar to low or it will get out of hand.

Mind PMing me real fast?
Quote Originally Posted by Botmaker View Post
Proof of concept prototype client and video demonstrating a Multiboxing program

This video shows 40 level 1 wizards, watch in 720p


Feature list
Auto nexus at 50 percent
Preset realm portal
Preset target name

Way point system for following the exact movement of the target player, only follows the player when in the realm ,Teleports when the distance to the player is larger then 3 tiles., the movement code is still using the new tick packet for updating the bots movement unstable.

The wizard class starter staff is the only supported projectile at the moment.

auto aiming at the enemies, shooting at the enemies, collision detection with projectiles and the enemies, sending the enemy hit packet and the killing of the enemy.

Currently only the shore enemies are detected, Pirate, Piratess, Snake, Poison Scorpion, Scorpion Queen, Bandit Leader, Bandit Enemy, Red Gelatinous Cube, Purple Gelatinous Cube, Green Gelatinous Cube.
Someone give that man a cookie
Quote Originally Posted by NoplangoandNothinkgo View Post
This. Is. Insane.
I feel privileged, 2 an half year old account with only 5 post, what rock did you crawl out from under?

Quote Originally Posted by Phoenix1123 View Post
Ahh ok. Although I'm sure it would be easier to set them to follow a certain type of tile near them, such as the Paths that circle near the beach and so, or even randomly move around godland grass.
The maps are procedurally generated, only a small area of the map is known relative to the bot position, I like the idea of following around the brick path, the bots will probably have to nexus while searching for the brick path, there’s no group movement in the ranking up bot.
BotMaker instead of ranking up a mule to spam why dont you make a Fame farm bot for those lazy ppl out there?
Quote Originally Posted by likeahero View Post
BotMaker instead of ranking up a mule to spam why dont you make a Fame farm bot for those lazy ppl out there?
The spam filter will be defeated soon, rank 11 will take 5 hours max, I can run 60 bots at a time, am going to keep working on the Multiboxing program, adding new features like, detection of loot bags and moving towards them and auto equipping the best items, still need to include all projectiles, and there behaviours, need to include the static objects like trees and walls because at the moment the projectiles pass through solid objects and hit the enemy, causing the bots to be disconnected by the server, this can be seen in the video where I said “bug“.

@Botmaker if you are looking for a fun side-project from rotmg stuff I know something you might really like. Yes, it envolves bots
Quote Originally Posted by Trollaux View Post
@Botmaker if you are looking for a fun side-project from rotmg stuff I know something you might really like. Yes, it envolves bots
I ‘am looking to include the xml data files, already have a xml parser with a library for the euphoria programming language, Sounds interesting you have a idea to include into the bots or could the idea be used interchangeable in several projects :-)

http://www.realmeye.com/wiki/realm-of-the-mad-god
http://community.kabam.com/forums/sh...-heavenly-wiki
Quote Originally Posted by Botmaker View Post
I ‘am looking to include the xml data files, already have a xml parser with a library for the euphoria programming language, Sounds interesting you have a idea to include into the bots or could the idea be used interchangeable in several projects :-)

Realm of the Mad God | RealmEye.com
RealmEye has returned to us, our heavenly wiki
Its not even rotmg related at all, I'll send you a pm in a sec here.
Botmaker, you sell life for paypal?
Any updates Botmaker, I'm sitting here with money ready to buy. :3
Quote Originally Posted by Phoenix1123 View Post
Any updates Botmaker, I'm sitting here with money ready to buy. :3
Unfortunately there is still a lot to do, progress is slow, there’s little motivation, plus got other commitments on at the moment, hopefully should have a decent update by the weekend.

TODO
A Group manager allowing for formations of the bots, while avoiding solid objects, much easier to program then first thought.
The DEX stat still needs to be included.
Building the tile map, including the static solid objects like rocks trees walls, the static objects fully occupy a tile.
Including many of the xml data files and their associated properties directly into the project.

New following method for the targeted player, allowing the bots to follow into the dungeons or any realm, allowing for the bots to reconnect to the last connected portal.

Including all the projectiles and their behaviours, detecting loot bags, auto looting higher tier equipments.
Quote Originally Posted by Botmaker View Post
Unfortunately there is still a lot to do, progress is slow, there’s little motivation, plus got other commitments on at the moment, hopefully should have a decent update by the weekend.

TODO
A Group manager allowing for formations of the bots, while avoiding solid objects, much easier to program then first thought.
The DEX stat still needs to be included.
Building the tile map, including the static solid objects like rocks trees walls, the static objects fully occupy a tile.
Including many of the xml data files and their associated properties directly into the project.

New following method for the targeted player, allowing the bots to follow into the dungeons or any realm, allowing for the bots to reconnect to the last connected portal.

Including all the projectiles and their behaviours, detecting loot bags, auto looting higher tier equipments.
DeVoidCoder has the required XMLs if I'm correct, this may help.
Also, I'm not sure how you're doing it at the moment but you could replicate the client packets for connecting to realms and such, which may help(?)

Anyways, best of luck to you on the project, looks great so far, back to sleeping for me (gastrointeritis )
Posts 4660 of 72 · Page 4 of 5

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