[Code] run better ctm points with vectors menu

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  1. #1
    telcy007's Avatar Sergeant CoreCoins Purchaser
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    [Code] run better ctm points with vectors

    Hello guys,

    I think some of you have the problem that their character sometimes stuck, if they get to close on a ctm point and then the next ctm point.
    But if you set the distance check too high, you bot runs bad if he wants solve a corner or something like that.
    So I decided to use vectors.

    I calc a vector between PlayerPoint and EndPoint.

    Code:
    vecX = playerX - endX
    vecY = playerY - endY
    vecZ = playerZ - endZ
    Then I calc the lenght of this vector:
    Code:
    length = Sqrt(vecX^2 + vecY^2 + vecZ^2)

    With this length I can build the unit vector:
    Code:
    unitX = vecX / length
    unitY = vecY / length
    unitZ = vecZ / length

    And then add your yard number whatever you want (for example 15):
    Code:
    increasedX = playerX + (vecX + 15*unitX)
    increasedY = playerY + (vecX + 15*unitX)
    increasedZ = playerZ + (vecX + 15*unitX)
    So your character would walk to another point, but your ctm point is included in this straight line.
    I would calc this a few times if your character runs. And you could check if your
    character has reached the EndPoint (which is not the ctm point!)

    So if you want stop there you must Push a StopState (Click to Move)

    I hope I could help some of you. Sorry for my bad english.

    Last edited by telcy007; 12-06-2011 at 01:42 PM.

    [Code] run better ctm points with vectors
  2. #2
    Sychotix's Avatar Moderator Authenticator enabled
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    What is the difference between this and the normal method? When I was making my own bot long time ago, I simply used Pythag's theorum to solve the distance between my position and the desired position. If the distance between this position and my desired position was within a certain length, I would begin calculating the next spot and begin moving there.

  3. #3
    telcy007's Avatar Sergeant CoreCoins Purchaser
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    I attached an image. You cannot reach the ctm point exactly, because the char would stop then.

  4. #4
    Seifer's Avatar Site Donator
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    Originally Posted by telcy007 View Post
    I attached an image. You cannot reach the ctm point exactly, because the char would stop then.
    Surely that depends on your code? I don't recall my meshes having unreachable points. Anyway I don't see the point in artificially lenghtening the points only to stop half way; it's pointless. Just use a tolerance of 6f and push on to the next waypoint when you're within that tolerance range.

  5. #5
    telcy007's Avatar Sergeant CoreCoins Purchaser
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    Yes. But you can never reach the point exactly. So there could some trouble if your char must walk around an edge for example.
    Your char would set the next ctm point to early and he would walk against a wall for some time. Not ever. But sometimes.
    Honorbuddy also use this vector adding to avoid stucking on corners or something else. I hope you understand what I mean.
    With this method, your char could reach an ctm point more exactly.
    Sorry for my bad english guys :/

  6. #6
    Frosttall's Avatar Active Member
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    I've noticed the same problem and I really like your solution.

    Thank you

  7. #7
    namreeb's Avatar Legendary

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    It's been a while since I've used CTM, but isn't there a field in the CTM struct which defines precision (in other words a radius to be within of the destination which is suitable for stopping)? I seem to remember exploiting that to make things like getting into casting range really easy.

  8. #8
    suicidity's Avatar Contributor
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    Originally Posted by namreeb View Post
    It's been a while since I've used CTM, but isn't there a field in the CTM struct which defines precision (in other words a radius to be within of the destination which is suitable for stopping)? I seem to remember exploiting that to make things like getting into casting range really easy.
    Yes there is ( Unless something has changed since I left WoW again ).


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