[Bot] movement other than CTM menu

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  1. #31
    Cypher's Avatar Kynox's Sister's Pimp
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    Originally Posted by krylonClear View Post
    Simulating mouse movement in the most realistic way possible without writing to memory would be doable simply using

    SetCursorPos(1146,372);

    int x;
    int y;

    mouse_event(MOUSEEVENTF_RIGHTDOWN, x, y, 0, 0); //Click Down
    mouse_event(MOUSEEVENTF_RIGHTUP, x, y, 0, 0); //Click Up


    and for the cursor position, having variables which would gradually change toward a goal cursor position using acceleration that matches the acceleration of the human hand moving their mouse across the screen. Also, of course, you would click down on the right mouse and keep that held for the duration of navigating until you need the mouse to click on a node or whatever. Perhaps you could even set up a short program that records how many pixels your mouse travels per 5ms or whatever from start to finish and measure the acceleration you naturally use. Then, using this velocity curve, you can effectively give your mouse movement on the bot a 100% accurate match of the movement you naturally use with your mouse by hand. Throw in some jumping and you will have the most realistic bot ever... would NEVER get reported for botting as such humanlike movement is unheard of... click to move looks darn good though, but this could be made to look even better!



    Note: I actually messed with using similar mouse cursor positioning code to move my character and noticed that the character would insta turn overly fast some of the times and turn less other times depending I bet on my ping... the game cannot register a fake mouse movement that moves the mouse instantly like 100pixels to the right... this would be the equivalent of punching your mouse across the mousepad... you simply can't even move the mouse that fast... it won't register a smooth movement... At the time I overlooked that fact and got frustrated and gave up... but looking back, had I moved the mouse cursor gradually bit by bit in the code, it would have made a smooth movement... and of course, adding in code to give it a proper acceleration and deceleration like human movement would be icing on the cake

    [Bot] movement other than CTM
  2. #32
    Scorpiona's Avatar Active Member
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    Originally Posted by krylonClear View Post
    ...
    I think you've confused this game with RuneScape...

  3. #33
    ezmoad's Avatar Contributor
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    Create a larger dead zone with the desired direction to avoid left right zig zags and be happy with it.

    World to screen mouse drags are a lot of headaches, and you dont want to just write to the player struct ><

  4. #34
    amadmonk's Avatar Active Member
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    Originally Posted by krylonClear View Post
    Simulating mouse movement in the most realistic way possible without writing to memory would be doable simply using

    SetCursorPos(1146,372);

    int x;
    int y;

    mouse_event(MOUSEEVENTF_RIGHTDOWN, x, y, 0, 0); //Click Down
    mouse_event(MOUSEEVENTF_RIGHTUP, x, y, 0, 0); //Click Up
    ...
    With all due respect, why in god's name would you prefer this to simple insta-turns or even CTM? Even just doing a world-to-screen plus right click would be better.
    Don't believe everything you think.

  5. #35
    ziinus's Avatar Member
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    Personnaly, I use ppather movement code. ( 1.04d ) You should have a look, it's very human looking

  6. #36
    amadmonk's Avatar Active Member
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    Is ppather a steering lib? Or pathfinding? Or both?
    Don't believe everything you think.

  7. #37
    namreeb's Avatar Legendary

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    To my knowledge it has no situational awareness. It only does terrain meshing.

  8. #38
    amadmonk's Avatar Active Member
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    Oh, well THAT'S no use to me.
    Don't believe everything you think.

  9. #39
    mindwalkr's Avatar Private
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    I looked at the ppather code a long while back. Basically, it was a A* which used storm.dll to dynamically load the local area mesh. It did not handle fences/etc and had some non-trivial bugs. Since it now seems to be at 1.04d (04d.. wtf?), someone has been updating it. Bugs/features may have been added/fixed/etc.

  10. #40
    krylonClear's Avatar Private
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    Originally Posted by amadmonk View Post
    With all due respect, why in god's name would you prefer this to simple insta-turns or even CTM? Even just doing a world-to-screen plus right click would be better.
    We already have bots that can look like bots and do pvp and gathering in a very bottish way. Creating a bot that is scarily humanlike in movement would be the next step in botting imo

  11. #41
    hoobiedoobie's Avatar Member
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    I was wondering about a wholly different move system the other day. Would it be possible to "create" a virtual unit to /follow and then "move" the position of that unit. That would then use the inner logic of Warcraft to follow the virtual object. Yes, a lot of memory editing, and asking for Warden troubles... and maybe impossible.

    Perchance, to dream...

  12. #42
    JuJuBoSc's Avatar Banned for scamming CoreCoins Purchaser
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    Originally Posted by hoobiedoobie View Post
    I was wondering about a wholly different move system the other day. Would it be possible to "create" a virtual unit to /follow and then "move" the position of that unit. That would then use the inner logic of Warcraft to follow the virtual object. Yes, a lot of memory editing, and asking for Warden troubles... and maybe impossible.

    Perchance, to dream...
    That should be easier to reverse how /follow work, and use it properly, well I think we can't call both of these method "proper"

  13. #43
    hoobiedoobie's Avatar Member
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    It's possible/probable that, essentially, /follow just points to a memory location with an XYZ. When your char is beyond a certain minimum distance away from XYZ, it initiates /follow. When your char is too far away from XYZ, it stops autofollow. With just those parameters one could "drag" your bot around changing the XYZ location. If one had the ability to change the minimum distance you could affect the behavior of the bot in interesting ways (turns, turn in tight circles, etc.). Could make for some very smooth turns without all the timing worries of above.

    /follow sucks around corners with collision-able objects, which is why one would want to be able to change the minimum distance, or know where to place the XYZ to get the right movement.

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