Do you think I could just leave this part blank and it'd be okay? We're just going to replace the whole thing with a header image anyway, right?
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Nub question incoming:
Is there a packet you can send to make the bot die?
For the record, it's not "kill", "die" or "death".
Note: I could send a /kill command, but if I connected myself as a bot, that command would kill both me and the bot.
One bot to rule them all, one bot to find them. One bot to bring them all... and with this cliché blind them.
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You can always put a spike on the bot.
This
just seems like it respawns the bot like /reset does.
I'm not seeing the bot go into sparks like the normal death animation does
thanks zoey aaaaaaaaaaaand thanks latif for the avatar
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I would like to know too.
As far as I'm concerned, you can't kill players with userID so there is no way around this.
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I'm not interested in it respawning after it dies, just that it dies and turns invisible.
One bot to rule them all, one bot to find them. One bot to bring them all... and with this cliché blind them.
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I'm not interested in it respawning after it dies, just that it dies and turns invisible.
The name will always remain, but as frogman said, just toss it onto a spike.
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I'm not interested in it respawning after it dies, just that it dies and turns invisible.
There was an update a while back that fixed that bug, there can't be "ghost" smileys anymore.
EDIT: Oops, my faulty memory has shone through. It had to do with levitation. http://blog.everybodyedits.com/2015/06/12/streamlining/
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Tomahawk wrote:I'm not interested in it respawning after it dies, just that it dies and turns invisible.
There was an update a while back that fixed that bug, there can't be "ghost" smileys anymore.
Then whoever coded that update was a nub, because killed bots don't respawn.
One bot to rule them all, one bot to find them. One bot to bring them all... and with this cliché blind them.
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lrussell wrote:Tomahawk wrote:I'm not interested in it respawning after it dies, just that it dies and turns invisible.
There was an update a while back that fixed that bug, there can't be "ghost" smileys anymore.
Then whoever coded that update was a nub, because killed bots don't respawn.
Sending "death" actually respawns your bot, meaning it won't be an invisible smiley with a username. You need to kill it by a command or by throwing it into an actual spike/fire if you want that. Although, what's the point of it?
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Although, what's the point of it?
=3 That's beside the point; I want to be able to do it. Now leave some thread space for useful comments <3
One bot to rule them all, one bot to find them. One bot to bring them all... and with this cliché blind them.
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Now leave some thread space for useful comments <3
...
You can always put a spike on the bot.
The name will always remain, but as frogman said, just toss it onto a spike.
You need to kill it by a command or by throwing it into an actual spike/fire if you want that.
Are you saying these aren't useful? All you have to do is put the bot onto spike/fire or use a command. Seems pretty useful to me
thanks zoey aaaaaaaaaaaand thanks latif for the avatar
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Are you saying these aren't useful? All you have to do is put the bot onto spike/fire or use a command. Seems pretty useful to me
As I explained, using a /kill command to kill the bot will kill me as well if it's connected with my account. A bot can't /teleport itself, and bots no longer respond to "m" packets, so I can't move the bot to a spike any other way than manually. Placing a spike on the bot would risk killing other players, because it would spawn at the same spawn point they do, and I don't want to be killing the bot manually every time it connects.
-_- I didn't ask for other solutions. If there's no packet the causes the bot (and just the bot) to die, too bad for me.
One bot to rule them all, one bot to find them. One bot to bring them all... and with this cliché blind them.
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and bots no longer respond to "m" packets
You can still move it... my move works just fine
conn.Send("m", x * 16, y * 16, 0, 0, 0, 0, 0, 0, 0, false, false, 0);
thanks zoey aaaaaaaaaaaand thanks latif for the avatar
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con.Send("m", x * 16, y * 16, 0, 0, 0, 0, 0, 0, 0, false, false, 0);
I'll do that then. It should probably be made clearer somewhere that when receiving "m" there is no 12th variable for TickID, but when sending "m" it is required.
One bot to rule them all, one bot to find them. One bot to bring them all... and with this cliché blind them.
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Xfrogman43 wrote:con.Send("m", x * 16, y * 16, 0, 0, 0, 0, 0, 0, 0, false, false, 0);
I'll do that then. It should probably be made clearer somewhere that when receiving "m" there is no 12th variable for TickID, but when sending "m" it is required.
If you look here, there's tick ID
thanks zoey aaaaaaaaaaaand thanks latif for the avatar
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It should probably be made clearer somewhere that when receiving "m" there is no 12th variable for TickID, but when sending "m" it is required.
I think you are mixing up messages you receive with messages you send.
This is what you receive when someone moves. It contains player id and doesn't contain tick id. This is what you send and it doesn't contain player id but contains tick id and also gravity multiplier. I don't know how to make it clearer.
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