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  1. #1
    Tanaris4's Avatar Contributor Authenticator enabled
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    Best method to change directions if a target moves?

    So I'm currently building out a few different methods to actually move toward a target (i.e. in PvP, someone runs through you, then you need to turn around).

    Detecting when to turn is easy enough, but I wanted to ask how people were turning quickly?

    I can of course use keyboard turning, but i was wondering if there is another method I'm not thinking of (yes, out of process, altho I am interested in understanding how in process could work).

    Obviously if you write the direction to memory you change on screen, but it's not actually sent to the server, so this doesn't work unless you send a keypress (which will interrupt casting).

    Thoughts?

    Thanks!
    https://tanaris4.com

    Best method to change directions if a target moves?
  2. #2
    lanman92's Avatar Active Member
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    Well. If you're attacking it, you'll always want to be facing the target, so why not call FaceTarget in each AI pulse? And there are some functions in the dump that should help you. I can't remember the names right now.

  3. #3
    BoogieManTM's Avatar Active Member
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    I snap to orientation with MSG_MOVE_SET_FACING. players can do this too, with mouse movement.. so it's not unheard of to see snap movements

    But I'm neither in-process or out-process haha

  4. #4
    Tanaris4's Avatar Contributor Authenticator enabled
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    MSG_MOVE_SET_FACING = actually sending a packet?

    And yea, ideally looking for out of process, but still curious to learn of others
    https://tanaris4.com

  5. #5
    BoogieManTM's Avatar Active Member
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    Yes with a packet,

    You can probably force the client to send a packet. true 'oop' ways to do this are rather limited from my understanding. emulating mouse as a player would is probably the best option, but also the most difficult. You're on mac anyways, why're you staying out of process? warden isn't doing anything on mac, you're completely safe writing to memory and injecting. I would use CTM to face the target in your case.

  6. #6
    adaephon's Avatar Active Member
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    Surely you can send a keypress that doesn't interrupt casting? For instance turn left or turn right. I.e. as a hackyish way to do it, write your facing, then send a quick tap of turn left or turn right (i.e. quick enough that it doesn't change your character's orientation in any serious manner). I've not bothered playing with keypresses much but would that be a workable solution?

  7. #7
    SinnerG's Avatar Member
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    Originally Posted by BoogieManTM View Post
    I snap to orientation with MSG_MOVE_SET_FACING. players can do this too, with mouse movement.. so it's not unheard of to see snap movements

    But I'm neither in-process or out-process haha
    Good to see I'm not the only one taking this aproach ^^

    My bot base (meh, really need to work on the 'bot' part) is a mix of a proxy/mem reading 'for accuracy'/addon 'communication'

  8. #8
    Tanaris4's Avatar Contributor Authenticator enabled
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    @adaephon - please don't make fun of me sir for not testing that already haha, hate that I have to ask questions sometimes to think of simple solutions - ty sir

    I like the packet method too, but think that would be a bit more complicated But a little more ideal
    https://tanaris4.com

  9. #9
    Danne206's Avatar Contributor
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    Originally Posted by Tanaris4 View Post
    @adaephon - please don't make fun of me sir for not testing that already haha, hate that I have to ask questions sometimes to think of simple solutions - ty sir

    I like the packet method too, but think that would be a bit more complicated But a little more ideal
    Quite unhandy, but you COULD make a CTM click on the players location every x seconds (i.e 0.3, you get it.) if you are in PVP (useless otherwise). This'd work as a temp solution, becouse if you ask me, it's a quite bad one. It wouldn't look too bottish either, but setting the facing is probably prefered.
    Dahnniel [DOT] s [AT] gmail [DOT] com

  10. #10
    BoogieManTM's Avatar Active Member
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    Originally Posted by SinnerG View Post
    Good to see I'm not the only one taking this aproach ^^

    My bot base (meh, really need to work on the 'bot' part) is a mix of a proxy/mem reading 'for accuracy'/addon 'communication'
    I'm 100% packet-based. clientless for the win!

  11. #11
    SinnerG's Avatar Member
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    Well, good for you BoogieManTM, but I use mem reading for a reason:

    You'll never have an accurate position of mobs OR you must do the walking 'manually'.

    AKA the server sends move from A to B at C speed, the client processes this, I read the 'real' position from the client.

    If you retrieve this info through the proxy, you can either get the A location or the B location, or even the 'real' location IF you 'process' the movement of the mob correctly (but for this, you'd need to load in the map afaik to be correct)

    edit: This is only valid if it is a proxy and not a 100% clientless bot.
    Last edited by SinnerG; 04-04-2010 at 06:35 AM.

  12. #12
    flo8464's Avatar Active Member
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    Originally Posted by BoogieManTM View Post
    I'm 100% packet-based. clientless for the win!
    You emulated the WHOLE client?
    Hey, it compiles! Ship it!

  13. #13
    Xarg0's Avatar Member
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    You could use mouse input to turn very very fast, I'd implement it the following way
    PHP Code:
    void FaceLocation2D(const vec2dtar){
                   
    vec2d pFacing GetPlayerFacing();
                   
    vec2d nFacing tar-GetPlayerPosition2D();
                   
    float phi angle(pFacing,nFacing); //angle between the two vectors from 0° to 360°
                    
    if(phi>180°){
                         while(!((
    angle(GetPlayerFacing(),nFacing)>358°) || angle(GetPlayerFacing(),nFacing)<2°))){mouse_miniturnleft();}
                    }
                    else{
                         while(!((
    angle(GetPlayerFacing(),nFacing)>358°) || angle(GetPlayerFacing(),nFacing)<2°))){mouse_miniturnright();}
                    }
    return;

    We calculate the facing anglevector by subtracting the player position from the target position, we then calculate the angle between those two anglevectors, if the angle is greater than 180° we've to turn left otherwise we turn right, we have to calc the angle clockwise from pFacing to nFacing.
    In a real prog you'll probably use radians because the mathlib uses them.

    I hope I could help you with this.

    Edit: my math for angles was bogus, so I leave it up to you to calc that stuff
    Last edited by Xarg0; 04-04-2010 at 08:43 AM.
    I hacked 127.0.0.1

  14. #14
    BoogieManTM's Avatar Active Member
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    Originally Posted by SinnerG View Post
    Well, good for you BoogieManTM, but I use mem reading for a reason:

    You'll never have an accurate position of mobs OR you must do the walking 'manually'.

    AKA the server sends move from A to B at C speed, the client processes this, I read the 'real' position from the client.

    If you retrieve this info through the proxy, you can either get the A location or the B location, or even the 'real' location IF you 'process' the movement of the mob correctly (but for this, you'd need to load in the map afaik to be correct)

    edit: This is only valid if it is a proxy and not a 100% clientless bot.
    calculating spline movements is the least of my worries as a clientless - all the info is still there, just need to know how to use it.


    Originally Posted by flo8464
    You emulated the WHOLE client?
    Yes. every little bit

  15. #15
    miceiken's Avatar Contributor Authenticator enabled
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