Req: a more "human-like" movement example for B-Bot
Posted: April 30th, 2007, 8:08 am
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
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