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    Senior Member XtrmJosh's Avatar
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    Random waypoint generation

    Hi all,

    It's been discussed a fair amount, and I feel it's high time we put some of this shit into practice. To get the ball rolling, here's a sample of how to use random waypoint generation:

    First step, take your waypoint file and create several waypoint paths from A to B. You should do this for several sections of paths, and for any long distances you might need to travel. Bare in mind the "final" step of a path should be varied a lot on long walks, so pick 10-20 different tiles to land on at least, and you'll get a decent quantity of randomisation.

    Between each of your "groups" of waypoints, each of which being a slightly different path from A to B, you should create a label in this format:

    ToTown1
    ToTown2
    ToTown3

    and so on, the number being at the end.

    Now you can create a label before the groups, call it ToTown or something. In that label you can run code similar to this to "randomly" select a set of waypoints to follow:

    lua code:
    if labelName == "ToTown" then
    townRnd = math.random(1, 3)
    Walker.GotoLabel("ToTown" .. townRnd)
    end


    After each set of waypoints you will need a second label, which should send the walker to the "next" waypoint after the variable waypoint path. This should be easy for any of you to do

    This should get you started, please give it a crack folks, this could be a good method of evading detection for a large part. All the scripts I will produce from now on will use this method, and will contain numerous paths split over a variety of end tiles.

    The fact is, we simply can't continue to ignore the deletions that are happening around us. We as a community need to work together and try to do something about it. If enough effort goes in, we should be able to see if there is any benefit from doing this.

    Thanks
    Josh
    Last edited by XtrmJosh; 11-08-2013 at 01:41 AM.
    You cannot fail, so I'm lowering the standard.

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