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  1. #1
    Sillyboy72's Avatar Member
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    YART (Yet Another Rotation Thread)

    Okay, I have been crazy successful in the last few days at getting my first bot actually up n' killin'. (w00t!) Buffs, follows waypoints, kills, loots. Uber. Really excited, thanks to everyone for their help.

    My biggest problem (other than having a tough time figuring out what spells/auras are currently active for my buff cycle) is that my movement is fairly... "course".

    I am using lua's function to rotate (TurnRightStart @ 0x00558750, etc). It's not bad... it's just not great. It finer granularity that when manually tap my left/right keys, but still probably 2 degree jumps which looks pretty darn weird when you want the bot run.

    Is the officially smartguy way of doing this to use CInputControl Thread ?

    Assuming so, will this give finer grained control of my Facing direction? (or is the lua function I am using calling down to the same code... so I need a completely different method?).

    Can i just clobber the float that stores my currently facing position? If so, do I need to call something force its acceptance (maybe just the lua_turnrightstart/stop?). And lastly... any warden issues here?

    Thanks a bunch!
    -Silly
    Last edited by Sillyboy72; 01-25-2009 at 03:50 PM.

    YART (Yet Another Rotation Thread)
  2. #2
    Robske's Avatar Contributor
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    CInputControl will give you the most control. Pun intended.

    You can change your facing instantly by writing a new float to it but it will only rotate the model when running. So you'll have to stop all movement, write value, start movement again.

    Your new float value is not send to the server before you start movement (I tested this by constantly facing someone who was running around me - I saw my char face them but for them I stood still)

    I know roughly 3 methods to implement facing:
    - Calculate new facing, overwrite facing with new facing (Easiest, but sloppy)
    - Calculate new facing, start turning L/R (By SendKey or CInputControl) till your facing has reached the new facing. (Used by BS's WOWX I think)
    - Calculate new facing, calculate how long the turning will last then start turning for that duration. (Used by Flo's PVP bot)
    "Always code as if the guy who ends up maintaining your code will be a violent psychopath who knows where you live." - Martin Golding
    "I cried a little earlier when I had to poop" - Sku

  3. #3
    Nesox's Avatar ★ Elder ★
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    Or you could use click to move its really nice, altho a little harder to implement maybe. It takes a vector as one of the arguments no more key turning
    Last edited by Nesox; 01-26-2009 at 12:52 PM.

  4. #4
    jjaa's Avatar Contributor
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    Or you could use RightClickTerrain (i think that's what it is called....) just turn on click to move then call the function.

    This is from ISXWoWGrey..
    .

    Code:
    #define __ClickTerrain                     0x004AFF80 // updated for patch 3.0.3
    Code:
        TERRAINPOINT moveToLoc;
    
        moveToLoc.X = (float) atof(argv[1]);
        moveToLoc.Y = (float) atof(argv[2]);
        moveToLoc.Z = (float) atof(argv[3]);
        moveToLoc.Flags = 4;
    
        ClickTerrain(&moveToLoc);
    Code:
    typedef struct _TerrainPoint
    {
        float X;
        float Y;
        float Z;
        int Flags;
    } TERRAINPOINT, *PTERRAINPOINT;

  5. #5
    goderion's Avatar Active Member
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    Hello.

    I use the CInputControl and its fast and have 100% accuracy.
    You need only to write the new facing-value to memory and then
    start and stop a movement-flag, for an example use turn-right.
    You can change your direction while running or jumping instantly!

    Pseudocode:
    WriteMemory(AddressOfFacingValueForLocalPlayer, NewFacingValue, 4);
    InputControl->SetMovementFlag(BLABLA_TURN_RIGHT, 1); // enable TURN_RIGHT
    InputControl->SetMovementFlag(BLABLA_TURN_RIGHT, 0); // disable TURN_RIGHT

    Originally Posted by Robske007a View Post
    You can change your facing instantly by writing a new float to it but it will only rotate the model when running. So you'll have to stop all movement, write value, start movement again.
    Is it really necessary to stop ALL movement? It seems, that its enough to start and stop only one movement-flag, like i said before.

  6. #6
    Bunster's Avatar Active Member
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    I want a bot lol, Gz on makin one thou

  7. #7
    Nesox's Avatar ★ Elder ★
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    Originally Posted by Bunster View Post
    I want a bot lol, Gz on makin one thou
    make one then
    and btw click terrain, i think that's the same as the click-tomove feature. it clicks the terrain and makes ure toon move there. doing it from c# is a little bitchy u need to either suspend wows main thread during the whole execution or you could hijack wows main thread but doing that is pretty unstable

  8. #8
    Robske's Avatar Contributor
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    Originally Posted by goderion View Post

    Is it really necessary to stop ALL movement? It seems, that its enough to start and stop only one movement-flag, like i said before.
    I'm using another algorithm for turning and haven't truely tested that. I assumed that you had to stop all movement because I only saw the model turning if I ran my code while my character was running. I'll whip up some code and test it abit more.
    "Always code as if the guy who ends up maintaining your code will be a violent psychopath who knows where you live." - Martin Golding
    "I cried a little earlier when I had to poop" - Sku

  9. #9
    Nesox's Avatar ★ Elder ★
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    if you nudge your toon right after you overwrite the facing with either a left or a right it will fix it and you wont have to stop but it looks a little bottish

  10. #10
    Sillyboy72's Avatar Member
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    Currently I am clobbering the value and calling lua's ForwardStart/ForwardStop. Seems to work fine.... ish Bummer in that you do have to "stop", I should probably massage this more, but I have larger probs w/ the bot right now... like knowing when its okay to "cast" (not in global cooldown, not still channeling while getting pummeled by a mob, etc).

    Thanks for all the rotate help though folks, will refer back when I get tired of the current behavior

  11. #11
    Robske's Avatar Contributor
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    Originally Posted by Nesox View Post
    if you nudge your toon right after you overwrite the facing with either a left or a right it will fix it and you wont have to stop but it looks a little bottish
    True, it probably doesn't look like a smooth mouse turn, but probably like when you press both Left and Right mouse buttons towards a new direction (f.ex used in pro mage blinks in pvp)
    "Always code as if the guy who ends up maintaining your code will be a violent psychopath who knows where you live." - Martin Golding
    "I cried a little earlier when I had to poop" - Sku

  12. #12
    SkrivboardGuy's Avatar Member
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    FUNCPTR(WoW, MoveToXYZ, VOID __fastcall,(UnitAny* pPlayer, DWORD _EDX, WOWPOS* Pos), 0x00270650)

    You can interact with other units aswell, just pass the unit you wish to interact with it. Other wise use yours.

  13. #13
    goderion's Avatar Active Member
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    Originally Posted by Nesox View Post
    if you nudge your toon right after you overwrite the facing with either a left or a right it will fix it and you wont have to stop but it looks a little bottish
    Mmmmh... why it look bottish? Its look the same if i would change the facing through the mouse. I mean, you run normaly forward and then change facing, nothing weird. I guess, to enable the FLAG_TURN_RIGHT and then disable it right after that, it will only force WoW to send a packet with your new facing, nothing more. I tested it and viewed it with another account, nothing suspicious, only that it got 100% accuracy. ^^ In PvP, only a lag or stun allow an attack from behind. ;-)

  14. #14
    Cypher's Avatar Kynox's Sister's Pimp
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    Originally Posted by Robske007a View Post
    True, it probably doesn't look like a smooth mouse turn, but probably like when you press both Left and Right mouse buttons towards a new direction (f.ex used in pro mage blinks in pvp)
    Hahaha I ****ing love doing that. PVP is so shit at the moment though.

  15. #15
    Robske's Avatar Contributor
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    Originally Posted by Cypher View Post
    Hahaha I ****ing love doing that. PVP is so shit at the moment though.
    The new rating system is really 'fun' atm. My partner who is severly undergeared for the rating we're at gets almost NO personal rating per win and is stuck at low PR for that reason. While my PR is going OVER the team rating by a rather huge margin.

    New level of gear dependancy inc.

    Edit: why is this forum underlining my PR's
    "Always code as if the guy who ends up maintaining your code will be a violent psychopath who knows where you live." - Martin Golding
    "I cried a little earlier when I had to poop" - Sku

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