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Thread: WalkerStuck()

  1. #1
    Senior Member Eion's Avatar
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    WalkerStuck()

    Requesting a function such as WalkerStuck().

    Standtime timers are not good enough.

    This could fix so many stuck bots:
    Code:
    If WalkerStuck() = True then
    skiptonextwaypoint
    end
    You would just need Self.Position checks to make sure you did not do other things elsewhere such as try to talk to the npc or deposit items in the cave.

  2. #2
    Lifetime Subscriber Hendy's Avatar
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    Think DarkstaR already said that he won't be updating the bot with anything like that because of certain problems with it being abused or something

  3. #3
    XenoBot Developer DarkstaR's Avatar
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    The issue is that if we skip waypoints when the Walker is stuck, it can cause the script to mess up. This is when you see somebody standing in spawn getting killed by Wyrms as they spam "Hi deposit all yes." Not only is it dangerous but it's easy to detect.

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    elseif walkerstuck() logout

    that would be useful xd

  5. #5
    Senior Member Eion's Avatar
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    Quote Originally Posted by DarkstaR View Post
    The issue is that if we skip waypoints when the Walker is stuck, it can cause the script to mess up. This is when you see somebody standing in spawn getting killed by Wyrms as they spam "Hi deposit all yes." Not only is it dangerous but it's easy to detect.
    That could be fixed easily, @DarkstaR. Simply have something like this when you activate your bank/npc label.

    Code:
    local bankpos = 32000, 32000, 7
    local Self.Position() = pos
    If pos = bankpos then
    continue_the_action
    else
    skip_to_next_waypoint
    end
    That would just check if you in a certain position before continuing with the action else it skips to next waypoint. It could be adapted to see if you were within a certain sqm range of a location also. A function could be created for making the coordinate checks easier.

    IsLocation(x,y,z)

    If you don't plan on adding any of this, please add a WalkerStuck() function so that I can see whether the walker is stuck or not, and some way to advance to the next waypoint (not label) in the walker. I could write the rest of the script I need myself then. This would save me so many stuck/lured/roped bots.
    Last edited by Eion; 02-26-2013 at 04:22 AM.

  6. #6
    XenoBot Developer DarkstaR's Avatar
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    This adds a layer of complexity. People will neglect to do it, like they have with every other advanced option they have been given, and then blame the bot when it doesn't work or gets them banned.

  7. #7
    Lifetime Subscriber Hendy's Avatar
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    The only problem I have for where this function could be useful is when people rope chars and try get them killed, and but the possibility of this function causing the bot to do stupid stuff is too great.

  8. #8
    XenoBot Developer DarkstaR's Avatar
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    Quote Originally Posted by Hendy View Post
    The only problem I have for where this function could be useful is when people rope chars and try get them killed, and but the possibility of this function causing the bot to do stupid stuff is too great.
    If you are on a new floor, the bot WILL skip until it hits a waypoint on the same floor. Because of this, it is easy to add waypoints which go back down a hole in the middle of the real waypoints. I do this myself.

  9. #9
    Lifetime Subscriber Hendy's Avatar
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    Quote Originally Posted by DarkstaR View Post
    If you are on a new floor, the bot WILL skip until it hits a waypoint on the same floor. Because of this, it is easy to add waypoints which go back down a hole in the middle of the real waypoints. I do this myself.
    Oh, never mind then, problem solved ;D

  10. #10
    Senior Member Eion's Avatar
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    Quote Originally Posted by DarkstaR View Post
    This adds a layer of complexity. People will neglect to do it, like they have with every other advanced option they have been given, and then blame the bot when it doesn't work or gets them banned.
    Well you don't have to add the features into the walker. Just add a function to define if it is stuck, and another to skip to next waypoint. I could build the rest of the script myself... I am sure more people would use this once they know how to use it properly...

    As far as being complex... I kinda thought it was supposed to be complex. The best scripts are usually just that.

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