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Thread: Tile/Node Randomizer

  1. #1
    Lifetime Subscriber levra7's Avatar
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    Tile/Node Randomizer

    Well I've noticed that when botting that obviously it always follows the same waypoints, obviously since you added that node, but what if you could add a randomizer. Something like I select this node to be walked on and it will step on a tile within the radius of that one next time so that your path of walking isnt so repetative. A couple of people have called me out on botting because they saw me follow the same path.

    Like this crappy drawing

    - = pathway
    [x] = node slected

    Original Node
    --------------[x] Same pathway always followed

    Randomized node

    ----------
    ............ [x]-------- Randomized pathway within the 8 tile radius of where your node is.
    Last edited by levra7; 08-25-2013 at 02:28 PM.

  2. #2
    Super Moderator Infernal Bolt's Avatar
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    it will skip nodes if it finds a monster close to a node or walk close to the next node when it is running the monster.
    if you want "randomized" waypoints then make a few different paths in the cave and use a randomizer to select which path to take.

  3. #3
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    Well, it sounds like a good idea, but you could make it better by adding few labels and doing 3 different nodes in different sqms for the same "area" where you want to walk. Then with labels and a script just randomize which one will be chosen.

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    It's simple, create 3 ways around cave.

    So when you reach a label make it random like:

    lua code:

    local ValidLabels = {"Way1", "Way2", "Way3"}
    Walker.Goto(ValidLabels[math.random(1, #ValidLabels)])


    Creating random radius nodes aren't a good idea, I guess, because the pathfinder should check if the tile is walkable and then makes less smoother than it is actually.

  5. #5
    Daemon's Avatar
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    Quote Originally Posted by levra7 View Post
    Well I've noticed that when botting that obviously it always follows the same waypoints, obviously since you added that node, but what if you could add a randomizer. Something like I select this node to be walked on and it will step on a tile within the radius of that one next time so that your path of walking isnt so repetative. A couple of people have called me out on botting because they saw me follow the same path.

    Like this crappy drawing

    - = pathway
    [x] = node slected

    Original Node
    --------------[x] Same pathway always followed

    Randomized node

    ----------
    ............ [x]-------- Randomized pathway within the 8 tile radius of where your node is.
    :P Definately see your point behind the post so good thinking on your part :P. DarkstaR is a firm believer that virtually anything can be done within LUA scripting such as randomizing of waypoints... just depends on how much work you want to put into it. The best idea is what @Infernal Bolt said and he has been around for a long while helping the community tremendously. So I think his idea would be a great idea if you want to put the work into it. P.S. if you ever want to bot a character out of rookguard his free rookguard script is amazing.

    Beta Testing @Nakuu Dice Game


  6. #6
    thenick's Avatar
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    yeah thats should be implemented for sure. Sometimes u have like a stair where u could go up by many diferent ways but your character always step on the same sqm no matter what. If cipsoft has serverside detection algorithm where it checks the most sqm stepped in a span of time. With that system we could reduce greatly the chances of getting redflag .

  7. #7
    Lifetime Subscriber Xeno Scripts's Avatar
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    Using randomized waypoint is not more human-likley.

    I think @XtrmJosh has spoked about this before but can't bother to find his old posts, but I'm sure he can say something!



  8. #8
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    I personally use random waypoints when it comes to stairs which are more than 1x1 sqm aswell as when there are return points, as you don't want to step on the same sqm all the time when turning back for example.

  9. #9
    King Furpan Furpan's Avatar
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    Quote Originally Posted by Xeno Scripts View Post
    Using randomized waypoint is not more human-likley.
    It would depend on the script/spawn itself and what kind of manuallers there are today. Having a randomizer of labels like @Ropiderz would add a bit more of the human brain to it, personally I would never manual in the same spawn within 2 hours and walking the exact same path. This would be a good thing for not getting trapped by items or players in the spawn.
    Example:
    "Z" knows the botters path when botting x spawn could just wait at node xxx with the trap setup.
    Having the label randomizer would throw things around in "Z"s head, thinking he might just be back from botting or actually manualling.


    ---
    As far as it goes for detection, I can't tell since I don't know much/nothing about the detection system.
    Last edited by Furpan; 11-07-2013 at 12:11 PM.

  10. #10

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    Well some time ago (2-3 years) I thought this would change something in the auto-detect aspect, but nowadays I think it's pretty useless. My theory is that they sum stamina of all characters in the same account. If the stamina is higher than X then the character account have a high chance of being a bot. But until now I couldn't check if this is true by myself, I'm botting a 24/7 accounts and they have never been banned. (1 of them is almost 2-years old)

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