Page 1 of 1

Req: a more "human-like" movement example for B-Bot

Posted: April 30th, 2007, 8:08 am
by farkle
While I travel around searching for the next greatest area to macro, I can instantly tell when someone is using a class add-on or script based on the B-Bot script. Their movement is always the same, the pauses in the waypoints, the absolute direction turns and the repeated movement over and over when there is nothing there. I currently only hunt in places where I can just "anchor kill", that is use only one way point and call the next waypoint after every kill. It looks a lot less suspicious, but by using this method often times I miss out on a lot more targets I could be killing.

I've pondered adding an int rnd case statement and doing actions based on a random seed (jump, emotes) but feel this would only be a temporary bandaid to the solution. I've also thought about randomizing waypoints, but this would end up looking REALLY silly. What's needed is more loose movement and varying turn speeds :(