You know, bots (including HonorBuddy) usually lack in a "human" directional changes. Actually HB uses the click-to-move method, which looks seriously bottish, specially flying (because you can click-to-move on the ground, but you can't flying if you don't have far mountains where to click avoiding grounding on them). My idea sounds really simple, even if I don't know if it's easily doable, as I know nothing about DirectX and mouse inputs. Analyzing my way of moving in WoW, I noticed that I tend to turn rapidly towards the direction, then I slow down when I'm near the facing I want the character to have, eventually I correct it. Thus it should be a linear-exponential-exponential function, with a random error in the first and second part of it of around 10? on both X/Y and Z axes. This of course using right-click and mouse movement inputs. What do you think about? Unfortunately I don't know where to start. Also, I'd like to avoid interfere with the player's mouse and mouse actions... could it be possible to avoid that using this system? Thanks
Eventhough I support your idea you should get your facts right, via z, x and y cordinations you can click to move in the air without any 'path' to click on.
What he means is Flying Navigation in HB clicks Points in Empty Air, where a Player has to click off into the distance.
I like the idea of adding an element of error to the navigation, does make more sense than always taking a perfect path. I'm not sure how you could do it via a plugin, there was some plugin somewhere that made HB use WASD instead of C2M, might be worth searching for and see how it was over-ridden.