barter
07-17-2013, 02:51 AM
I think special areas have great potential but they have some big flaws right now that undermines them too much.
For example, I was making a script for an ankrahmun tomb and I was going to use some "walls" of targeting special areas in some corridors so that the bot wouldn't kite the mobs into other rooms.
It worked pretty well at first, the bot won't walk on the targeting special areas while running from the monsters, as expected. So pretty safe botting.
The problem is that when the bot is on one side of the targeting special area wall and a ranged monster is on the other, the bot will not target him/walk over to him, which is fine, that's how it should be, BUT what would be expected is that as it can't reach the monster because of the targeting wall, it should continue the walker and walk to the next waypoint, and that would make him eventually get over the special area wall and kill the monster.
Only it doesn't do that, if it can't reach the mob it will be stuck there trying to target the monster he's forbidden from targeting, and instead of moving on to the next waypoint he just stands there until the monster that is keeping him stuck is no longer there, and if that is a ranged monster the bot will be stuck forever, which is not good.
What I propose is that first the behavior above should be changed, if it can't reach a monster because of special areas then the bot should continue on his way as if there were no monsters on screen, as he does when they are on a closed room for example.
This is the most important right now in my opinion.
Second suggestion for further improvement is to make it not be only allowed or forbidden to walk there.
Add options to only make it cost more (in the pathfinder algorithm) for him to walk there, but not be forbidden from doing so.
That would open so many options for much safer botting in some dangerous hunting spots.
So I could for example make a wall of 999 cost in some corridor of a cave and it would prefer not to walk there while running from monsters, but he would be allowed to go there if it was the only option.
For example, I was making a script for an ankrahmun tomb and I was going to use some "walls" of targeting special areas in some corridors so that the bot wouldn't kite the mobs into other rooms.
It worked pretty well at first, the bot won't walk on the targeting special areas while running from the monsters, as expected. So pretty safe botting.
The problem is that when the bot is on one side of the targeting special area wall and a ranged monster is on the other, the bot will not target him/walk over to him, which is fine, that's how it should be, BUT what would be expected is that as it can't reach the monster because of the targeting wall, it should continue the walker and walk to the next waypoint, and that would make him eventually get over the special area wall and kill the monster.
Only it doesn't do that, if it can't reach the mob it will be stuck there trying to target the monster he's forbidden from targeting, and instead of moving on to the next waypoint he just stands there until the monster that is keeping him stuck is no longer there, and if that is a ranged monster the bot will be stuck forever, which is not good.
What I propose is that first the behavior above should be changed, if it can't reach a monster because of special areas then the bot should continue on his way as if there were no monsters on screen, as he does when they are on a closed room for example.
This is the most important right now in my opinion.
Second suggestion for further improvement is to make it not be only allowed or forbidden to walk there.
Add options to only make it cost more (in the pathfinder algorithm) for him to walk there, but not be forbidden from doing so.
That would open so many options for much safer botting in some dangerous hunting spots.
So I could for example make a wall of 999 cost in some corridor of a cave and it would prefer not to walk there while running from monsters, but he would be allowed to go there if it was the only option.