Findeh 34 Posted November 1, 2018 Share Posted November 1, 2018 You don't need to check "friendliness" you may just check targets hp, if target was healed to 100%, trigger the process, or if targets hp not going down (might be a problem with CC mobs / holy shield mobs / Healing mobs tho). But yes, whatever you do, if you are watched by a human, it will not work. More then that, you don't even need to check bot anyhow if you are watching it. Will take you like 5 seconds to be 100% sure it is a bot even without any check. Link to comment Share on other sites More sharing options...
CocoChanel 63 Posted November 1, 2018 Share Posted November 1, 2018 2 hours ago, Matenia said: You could do something like: - mob becomes friendly - bot instantly stops fight and stands still for 2-6 seconds (random) - says random chat out of "wtf???", "fuck off, man", "r u srs" or no chat - turns around and walks away 5-10 yards (random) - returns to normal behavior, with the mob now blacklisted I could write something like that in half an hour, the problem is it's not entirely clear how you can detect them turning it friendly, because your client probably doesn't really account for that. So I'm not sure if UnitAttackable Lua API would be enough or you can just check values in memory. If a human watches you already, you're fucked anyway Exactly.. only thing is that they probably have 7+ checks that we need to monitor bots to find out about. Link to comment Share on other sites More sharing options...
Ordush 185 Posted November 1, 2018 Share Posted November 1, 2018 (edited) 3 hours ago, Matenia said: You could do something like: - mob becomes friendly - bot instantly stops fight and stands still for 2-6 seconds (random) - says random chat out of "wtf???", "fuck off, man", "r u srs" or no chat - turns around and walks away 5-10 yards (random) - returns to normal behavior, with the mob now blacklisted I could write something like that in half an hour, the problem is it's not entirely clear how you can detect them turning it friendly, because your client probably doesn't really account for that. So I'm not sure if UnitAttackable Lua API would be enough or you can just check values in memory. If a human watches you already, you're fucked anyway Is attackable works. That's what I use in RFC. For the friendly cow Are you gonna make it schaka? Otherwise i'll do it ? Edited November 1, 2018 by Ordush Link to comment Share on other sites More sharing options...
Matenia 627 Posted November 1, 2018 Share Posted November 1, 2018 (edited) Quote That's what I use in RFC. For the friendly cow They might use an entirely different method when they do this. You can send combinations the client doesn't recognize and "only" mess up bots. If they are smart, this won't be recognized by Lua and we need stuff like my https://wrobot.eu/files/file/1640-invalid-target-remover/ I will PM you some example code on Discord in an hour or two and we can collaborate on the plugin for this. Should be quick. Edit: Give it a try if you're curious TestCodePlugin.dll RandomizeMovement.cs Edited November 1, 2018 by Matenia Give it a try Link to comment Share on other sites More sharing options...
Mykoplazma 24 Posted November 1, 2018 Share Posted November 1, 2018 Maybe just run the bot on separate computer and record stream from the game + everything else what is possible ( combat log, packets etc .. ) during botting from lvl 1. Link to comment Share on other sites More sharing options...
Andoido 75 Posted November 1, 2018 Author Share Posted November 1, 2018 5 hours ago, Matenia said: They might use an entirely different method when they do this. You can send combinations the client doesn't recognize and "only" mess up bots. If they are smart, this won't be recognized by Lua and we need stuff like my https://wrobot.eu/files/file/1640-invalid-target-remover/ I will PM you some example code on Discord in an hour or two and we can collaborate on the plugin for this. Should be quick. Edit: Give it a try if you're curious TestCodePlugin.dll Gonna give it a shot man. you are a god ? Link to comment Share on other sites More sharing options...
Ocelot 2 Posted November 1, 2018 Share Posted November 1, 2018 12 minutes ago, Mykoplazma said: Maybe just run the bot on separate computer and record stream from the game + everything else what is possible ( combat log, packets etc .. ) during botting from lvl 1. That's a good idea. Without having someone on the inside unfortunately we can only speculate as to how they're catching us. Lost all my bots today on Northdale too. Link to comment Share on other sites More sharing options...
w8plz 4 Posted November 1, 2018 Share Posted November 1, 2018 ahah) thats just funny ? bot spoke 10 times WTF BRO, ARE U SERIOUS ? If i get ban its just paying for me laught 5 mins ? Link to comment Share on other sites More sharing options...
w8plz 4 Posted November 1, 2018 Share Posted November 1, 2018 thats good idea, but it should tell smth not much than 1-2 min - 1 phrase.. or just 1 phrase for 1 nearest man! Link to comment Share on other sites More sharing options...
Ordush 185 Posted November 1, 2018 Share Posted November 1, 2018 w8plz did it write 10 different sentences at the same time? or over a period of time? When the bot spoke, did the target change from hostile to friendly? Link to comment Share on other sites More sharing options...
Andoido 75 Posted November 1, 2018 Author Share Posted November 1, 2018 (edited) Heh - Soo seems every fight this is waht the TestCodePlugin does And this was just killing normal targets as you can see the experience between kills =-p in a high popuated zone. Edited November 1, 2018 by Andoido Link to comment Share on other sites More sharing options...
Matenia 627 Posted November 1, 2018 Share Posted November 1, 2018 I updated the file and added a new one too. If you get issues with the bot thinking the target is not attackable (even if it is) go into the plugin settings and turn off the Lua check option Link to comment Share on other sites More sharing options...
w8plz 4 Posted November 1, 2018 Share Posted November 1, 2018 @Ordush not 10 1per1, just if some ppl get target, he stays and speaks Link to comment Share on other sites More sharing options...
Ordush 185 Posted November 1, 2018 Share Posted November 1, 2018 1 minute ago, w8plz said: @Ordush not 10 1per1, just if some ppl get target, he stays and speaks Alright, try the new version. Link to comment Share on other sites More sharing options...
Andoido 75 Posted November 1, 2018 Author Share Posted November 1, 2018 23 minutes ago, Matenia said: I updated the file and added a new one too. If you get issues with the bot thinking the target is not attackable (even if it is) go into the plugin settings and turn off the Lua check option Can you link it pls. Link to comment Share on other sites More sharing options...
Ordush 185 Posted November 1, 2018 Share Posted November 1, 2018 (edited) 6 hours ago, Matenia said: They might use an entirely different method when they do this. You can send combinations the client doesn't recognize and "only" mess up bots. If they are smart, this won't be recognized by Lua and we need stuff like my https://wrobot.eu/files/file/1640-invalid-target-remover/ I will PM you some example code on Discord in an hour or two and we can collaborate on the plugin for this. Should be quick. Edit: Give it a try if you're curious TestCodePlugin.dll RandomizeMovement.cs Just redownload. BUT apparently there are some issues with wrobot's IsAttackable. So it might not work if you disable the lua checks. However the lua checks are not wokring propperly. So give it some time. It's being worked on. Please do test though. ? Edited November 1, 2018 by Ordush Link to comment Share on other sites More sharing options...
Matenia 627 Posted November 1, 2018 Share Posted November 1, 2018 Uploaded something that should work, please give it a try Link to comment Share on other sites More sharing options...
Andoido 75 Posted November 1, 2018 Author Share Posted November 1, 2018 (edited) Tested both plugins the Randomized Movement, i wasnt noticing anything different. I do have CTM on. The other plugin hasnt said a single thing yet, or done anything heh. Just an update ! Edited November 2, 2018 by Andoido Link to comment Share on other sites More sharing options...
Matenia 627 Posted November 2, 2018 Share Posted November 2, 2018 It only randomizes a maximum of 3 yards of the original waypoint, the source code is right there for you to edit if you care to The other plugin is built to react to it if they turn your mob friendly. I'll post it in the multi plugin section, since I have no intention of further developing it. Link to comment Share on other sites More sharing options...
Andoido 75 Posted November 2, 2018 Author Share Posted November 2, 2018 Link to comment Share on other sites More sharing options...
Matenia 627 Posted November 2, 2018 Share Posted November 2, 2018 I've run it for hours today. Make sure you redownload the version I uploaded here. Like I said, I have no intention of developing it any further, all source code is available Link to comment Share on other sites More sharing options...
Andoido 75 Posted November 2, 2018 Author Share Posted November 2, 2018 yea i updated it yesterday. The files are identail in size so im assuming they are the same, and alright i wont throw any updates up anymore, thanks for doing it Link to comment Share on other sites More sharing options...
Ordush 185 Posted November 2, 2018 Share Posted November 2, 2018 1 hour ago, Andoido said: yea i updated it yesterday. The files are identail in size so im assuming they are the same, and alright i wont throw any updates up anymore, thanks for doing it Don't just compare files, if you are not 100% certain. Then redownload and install. Link to comment Share on other sites More sharing options...
Whitekidney 1 Posted November 3, 2018 Share Posted November 3, 2018 Just give up, you are outmatched. artur.k 1 Link to comment Share on other sites More sharing options...
Andoido 75 Posted November 3, 2018 Author Share Posted November 3, 2018 Haha =p Link to comment Share on other sites More sharing options...
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