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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The only reason i needed to know if i could move a bot ingame was because the teleport commands was not working (it kept thinking the x and y were players despite the correct command. Even now i still don't know how to move a bot, but i don't need to.
con.Send("say","/teleport shadowda 50 50");
so thanks to everyone.
color = #1E1E1E
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if (m.Type == "m")
{
move not with (a."rrows");
}
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is that supposed to be some sort of joke.
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The code you gave us (shadowda) was what you receive from the EE server, you can't actually edit those value.
If I'm correct you want to simulate player movement with a bot.
Small tip: Don't.
You won't succeed unless you first records the movements a player makes at certain moments and then you will be able to only replicate those exact movements.
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*snip*
You can't actually edit those value.
*snip*
Small tip: Don't. [try]
ah well. thanks.
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TIP: Botbits
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You won't succeed unless you first records the movements a player makes at certain moments and then you will be able to only replicate those exact movements.
Been there, tried that. Without a proper client behind the bot's connection, it just spazzes around like a massively laggy player - i.e. the "m" packets you receive aren't enough to simulate smooth movement.
con.Send("say","/teleport shadowda 50 50");
You can send teleport messages very quickly without much problem.
Don't use botbits.
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 send teleport messages very quickly without much problem.
Yes but it might teleport you, and not the bot.
thanks zoey aaaaaaaaaaaand thanks latif for the avatar
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exactly
this is why we use ee docs to see how latest 'm' message works
shh i have returned
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http://eebots.info/eeinformation.html#sendmovement
For most movements (int X, Y): Connection.Send("m", X * 16, Y * 16, 0, 0, 0, 0, 0, 0, 1, true);
Thank you eleizibeth ^
I stack my signatures rather than delete them so I don't lose them
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http://eebots.info/eeinformation.html#sendmovement
eebots.info wrote:For most movements (int X, Y): Connection.Send("m", X * 16, Y * 16, 0, 0, 0, 0, 0, 0, 1, true);
That one is kinda outdated. You need to send ticks now.
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Koya wrote:http://eebots.info/eeinformation.html#sendmovement
eebots.info wrote:For most movements (int X, Y): Connection.Send("m", X * 16, Y * 16, 0, 0, 0, 0, 0, 0, 1, true);
That one is kinda outdated. You need to send ticks now.
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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capasha wrote:Koya wrote:http://eebots.info/eeinformation.html#sendmovement
eebots.info wrote:For most movements (int X, Y): Connection.Send("m", X * 16, Y * 16, 0, 0, 0, 0, 0, 0, 1, true);
That one is kinda outdated. You need to send ticks now.
Yeah that one is correct.
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ok. so...
For most movements (int X, Y): Connection.Send("m", X * 16, Y * 16, 0, 0, 0, 0, 0, 0, 1, true);
is wrong.
what is it now...
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ok. so...
For most movements (int X, Y): Connection.Send("m", X * 16, Y * 16, 0, 0, 0, 0, 0, 0, 1, true);
is wrong.
what is it now...
Did you seee what tomahawk posted?
I could look into the sourcecode what tickid is, but I think it should be a integer.
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yes. but what does tickid mean. maybe im just not getting it...
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This is what I found. I have no idea what tick does. But I think you can just use some random value there.
http://pastebin.com/9nFyWw2b
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thanks. that paste bin... is interesting to say the least.
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This is what I found. I have no idea what tick does. But I think you can just use some random value there.
http://pastebin.com/9nFyWw2b
Is that the only code concerning TickId?
If so it seems pretty useless, since all that happens with it is that it's being added by one.
I think you can use it to simulate player movement without the use of timers on the side of your bot (as the tickid shows the amount of ticks the player has been in the world?)
But those are speculations, I might look and look for other source files containing TickId.
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Processor tells me the Tick ID is to detect cheating in a campaign level, and is ignored in regular levels. Just leave it at 0.
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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locked on OP's request
proc's discorb stylish themes for forums/the game
꧁꧂L O V E & C O R N꧁꧂ ᘛ⁐̤ᕐᐷ
danke bluecloud thank u raphe [this section of my sig is dedicated to everything i've loved that's ever died]
?
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