Log in

View Full Version : variable stand



timmy1210
01-02-2016, 01:27 AM
im not the smartest with scripting, but is the point of the variable stand, to make it stand on a random square each time? instead of the 1 square every time? would make it harder for cip to detect bots if it never stood on the same square as often, scripts should have random waypoints so it randomly picks different squares and different routes slightly?

Joshwa534
01-02-2016, 02:14 AM
im not the smartest with scripting, but is the point of the variable stand, to make it stand on a random square each time? instead of the 1 square every time? would make it harder for cip to detect bots if it never stood on the same square as often, scripts should have random waypoints so it randomly picks different squares and different routes slightly?

You're correct, yep, we're the ones that requested the particular waypoint so we could add it to our towns. However, our towns were already done before we got variable stands, its just a time consuming process to go through and replace our stands in towns with variable stands .. will be done at some point though.

timmy1210
01-03-2016, 12:42 AM
yeah true, that sounds good thanks man

Joshwa534
01-04-2016, 06:36 PM
yeah true, that sounds good thanks man

Certainly, let us know if you have any questions and you're welcome to join our Slack (http://slack.xenobot.net/).

DarkstaR
01-06-2016, 09:05 PM
It's not exactly "random", it's made for standing at counters. Take Thais magic shop, for instance. If you place a horizontal variable stand in the center tile at the counter, here's the scenarios that will play out.

S: Nobody is on the center tile
B: Bot will stand on the center tile

S: Somebody is on the center tile, the left and right tiles are unoccupied
B: Bot will stand on the tile to the left

S: Somebody is on the center tile, somebody is on the left tile, the right tile is unoccupied
B: Bot will stand on the tile to the right

S: The center, left, and right tiles are all occupied
B: The bot will wait and occupy the first one that becomes free (walker stuck will trigger at this time)

The same is true about vertical variable stands, but they use north and south in place of right and left. These were specifically designed for shops.