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  • Stock Questing Bot questions/suggestions

    Discussion in 'Requests & Discussion' started by TransBlackPerson, Oct 6, 2016.

    1. TransBlackPerson

      TransBlackPerson New Member

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      So I spent a good 10 minutes looking for the "Questing bot" forum, but I just could not find it, so here it goes.
      (This seemed the most fitting sub-forum for my question.)

      By default, the shipped Questing bot seems perfect.
      BUT it lacks a few things, has some very basic features, and I cannot figure out why.

      0) MOST IMPORTANT: Natural turning.
      Bots have a really weird turning. Humans usually turn with right click held down, or even if you use the click interface, it's a few turns per few seconds. The bot does like 10 turns per second, but it's perfectly in between, looking 100% suspicious.

      1) Randomization. The bot can follow a route. The bot can decide where to go even if I am at the other part of the world.
      Yet, it follows one straight line of a waypoint, no matter what.
      If I have 3 bots? Same waypoints.

      Why?
      I would at least try working on this.
      - Try randomizing all waypoints a bit.
      - If there are X waypoints (>2) in a row (no X deviation), slide them to left/right, whatever. Make each path as unique as possible.
      It could be shifted by plenty even. Heigh with fly path too.

      2) Fly bug. The bot with a flying mount will do this left-right-up-down repositioning which is a huge red flag.
      Why does that happen? Heck, they could just watch out for that movement and catch everyone.

      3) People watcher.
      Version A: If someone targets you, the bot does something natural;
      1) <on-ground> It stops
      2) <in-air> It flyes down in a fashionable manner, stops
      3) <on-ground> It stops, open maps
      etc.

      Version B: If you enter into a visible range of others, bot stops.
      This would be rather annoying though.


      4) CityAware. As soon as you enter a city, the bot suspends. While you can stop it always, it's tedious. This would be very comfy.



      So, what do you think?
      I think:

      0: Don't know how hard to implement. Can't you move camera with macro?
      Maybe this:

      TASK: ROTATE 20D RIGHT

      PSEUDO:
      > initiate new macro
      > put in as much as movement as possible depending on framelimit
      > start macro with run, add turns inbetween

      1: Should be not hard. Especially for the straight one, you just need a tiny buffer and a lookahead, and the modification of the next waypoint.

      2: Easy? It seems like a bug.

      3: Not sure if you can detect getting targeted, the rest is easy.

      4: Easy IF the bot can detect people.
       
    2. Azhemoth

      Azhemoth Active Member

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      You have to keep in mind that Honorbuddy is just basically a massive API for developers to work off of.
      Its like a box of Legos waiting to be built into something.

      The built-in features are just very basic tools that exist on a basic level as to not hinder/mess with the third-party developer's custom code.
      It's up to the third-party developers to make use of the API and build these features you're asking for.

      A lot of these suggestions have been suggested a handful of times in the past - and there's entire forum conversations that already exist on the topics.
      But since your registration date is fairly new, I'll try to fill you in a bit. :)

      [HR][/HR]


      This isn't handled by Questbot at all.
      The navigation system is apart of the core logic and it uses WoW's CTM feature. The CTM is heavily the result of the bot-like turning.
      There has already been talk that the CTM feature will be replaced with WASD emulation as to make the movement look more humanish.

      [HR][/HR]


      This is 100% up to the profile developer and isn't something Honorbuddy or Questbot is responsible for.
      Within the profiles, the developer can easily set WaypointVisitationStrategy to Random which will randomize the hotspots completely.
      There's also tolerance settings for the hotspots to keep the bot from hitting the exact XYZ points.

      Also, HB3's new navigation system will be getting "anti-bot-train" logic.
      If the navigation server detects serveral bots in a specific location, it will completely change their pathing to avoid them bot-training ontop of eachother.
      This is a planned feature and it doesn't exist yet. But it has been officially announced by Raphus.

      [HR][/HR]


      This is mostly due to the profile using the old/outdated <Objective/> system.
      QuestBehaviors don't do this.
      If you're seeing this, then the profile you're using is fairly old - or the developer copied from old profiles.

      [HR][/HR]


      There's plugins for this around the forum, but it will never be included into Questbot.

      [HR][/HR]


      Could you explain why you would want this? It seems like a weird request.
      But either way - a plugin can easily be made for this.
      If the player's ZoneId switches to that of a City -> TreeRoot.Stop();
       

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