Have bot will travel

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Do you like the idea?

Yes and Im going to try it
6
100%
No thats cheating
0
No votes
It wont work cause I didnt think of it
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Total votes: 6

Agonizer
Posts: 32
Joined: Mon May 12, 2008 5:02 pm

Have bot will travel

Post by Agonizer » Sat Aug 09, 2008 7:07 am

I have an idea to discuss:

Using your bot specifically for traveling & farming. For those long travels from Forsaken Inn to Bree-town or Bree-town to Trestlebridge. If you have the time but are short on cash or whatever the reason. Set your waypoints between the 2 locations in advance, turn all the ranges down and send your character off. A friend also suggested using the corpse-run button so you dont attack but Ive never used it and dont know what its for yet. You can also set yourself up for a repeatable quest and have the waypoints from the quest NPC to the reuired location.

You can also pick a location where the mobs are too low so they dont aggro and set the bot to attack a certain mob that isnt in the area (maybe an NPC) then you can farm ore or wood without any worries.
~Hung like Einstien and smart as a horse.
~There is room enough for all God's little creatures...right next to the mashed potatoes.
~Only those who do nothing make no mistakes.

mystexodus
Posts: 665
Joined: Sat Nov 24, 2007 11:19 pm

Post by mystexodus » Sat Aug 09, 2008 10:05 am

I've often seen this feature in other bots, and never ever actually used it myself.
mystexodus

Agonizer
Posts: 32
Joined: Mon May 12, 2008 5:02 pm

Post by Agonizer » Sat Aug 09, 2008 11:52 am

I think it will be a big help to me right now since Im borderline broke and need to start saving for a horse. And since I dont have a horse I save money by running and it lets me get up and move around after 4+ hours of sitting in one spot.

Maybe I should move the fridge, microwave and toilet closer...or put a small fridge and tv tray for my laptop in the bathroom. Now how to work on botting my job.

It would also be nice if the non-combat or pre-combat skills can be used like setting traps and tracking so those skills and deeds can be raised.
~Hung like Einstien and smart as a horse.
~There is room enough for all God's little creatures...right next to the mashed potatoes.
~Only those who do nothing make no mistakes.

Riot
Posts: 4
Joined: Mon Aug 04, 2008 3:33 am

Post by Riot » Tue Oct 14, 2008 11:00 am

you can sortof make your own traveling bot, just record all the waypoint to the destination, only problem is the bot might turn that into a loop, or if you're going through different zones it might come up with an error once you get there.

creo
Tester
Posts: 101
Joined: Tue Mar 18, 2008 8:25 am

Post by creo » Tue Oct 14, 2008 8:56 pm

It would actually be very handy to have the ability to work multiple routes and have single run routes that could be traversed forward or backward, but only once.

It would also be nice to be able to link routes together, i.e. have one route that travels to a location and then have another route that can be run in a loop to farm a location. This would help automate traveling back to a vendor when the bags are full and then being able to get back to the farming location after you sell.

The biggest challenge with the way the routes currently work is that you have to "stop" the bot in order to change the route which is grayed out once you press the "Start" button. The problem here is that pressing the stop button unloads the injected dll (or at least it attempts to) and this seems to fail sometimes, or the stop will succeed, but when you press "Initialize" again then it hangs. I have been able to press "Stop" and then "Initialize" in quick succession a number of times when I first start up the bot, but it seems that the longer it has been running the less success I have in being able to stop and then re-initialize in order to switch routes.

If there was a way to change the current route (and there may be one I am not aware of) without having to actually unload the injected dll, that would be a welcome addition....

Cheers,

creo

mystexodus
Posts: 665
Joined: Sat Nov 24, 2007 11:19 pm

Post by mystexodus » Thu Oct 16, 2008 3:44 pm

In order to allow for things like vendor repairing/selling etc, I needed to either hack in a set logic for selling items, or change the way patrol areas currently work. I decided to completely change how patrol areas work. I haven't decided on how exactly this is going to pan out in the new version but the basic idea of what I've been tossing around is:

What was formerly Patrol Areas which was essentially a collection of waypoints will become a Path. These will have their own interface for creating and may have new attributes associated with them. Such as you can label a path as a restrictive area so the bot won't wander too far from it, in the case of a narrow area or if there's cliffs around etc. Not sure what all would go here.

Then in a separate area you would design your patrol. Now I want this to be in some form completely mutable so you could for example...

Select Path A and say, run it for 1 hour killing mobs
then move onto Path B and ignore mobs unless attacked
Find vendor 'myvendor' sell items
reverse Path B
repeat

Something like that. Of course you could combine multiple killing areas too. You could:
kill along path a for 1 hour
then use path b to get to path c
kill on path c for 1 hour.
use path d to get back to path a
repeat

I haven't really thought about all the details of what would be required or what should be allowed yet though, but have started to move in this direction....

Also, instead of selecting a corpse run, I'm going to change it such that certain paths are flagged as 'corpse runs', and the bot will figure out which one to use to return it to it's last patrol. Or perhaps, just allow selecting of multiple corpse run routes, as sometimes you spawn at different graveyards.
mystexodus

creo
Tester
Posts: 101
Joined: Tue Mar 18, 2008 8:25 am

Post by creo » Thu Oct 16, 2008 4:57 pm

Those sound like some really nice plans.... :lol:

I hope to be able to see some of the various enhancements that you have been mentioning (teasing us with) from time to time in the not too distant future.

In the mean time, it is still a very usable program as it currently is and I (we) really appreciate the fact that you have kept it functional through the various lotro updates and yet it is still FREE...! And FREE is GOOD...!

Keep up the good work...

Cheers,

creo

mystexodus
Posts: 665
Joined: Sat Nov 24, 2007 11:19 pm

Post by mystexodus » Sun Oct 19, 2008 10:02 am

creo wrote:Those sound like some really nice plans.... :lol:

I hope to be able to see some of the various enhancements that you have been mentioning (teasing us with) from time to time in the not too distant future.

In the mean time, it is still a very usable program as it currently is and I (we) really appreciate the fact that you have kept it functional through the various lotro updates and yet it is still FREE...! And FREE is GOOD...!

Keep up the good work...

Cheers,

creo
Yeah, well like I said since it's free I've been doing everything on my own time, and there's been a lot of distractions such as AoC and WAR. Haha. I've started making a good bit of progress now again that the fall is here and I'm a lot less busy than I was in the summer.

Another problem is that these changes are going to completely destroy the old settings, and may not be compatible between versions until I get things in a solid state, so I'm probably going to have to get it to a usable state before I can release it.
mystexodus

creo
Tester
Posts: 101
Joined: Tue Mar 18, 2008 8:25 am

Post by creo » Sun Oct 19, 2008 5:24 pm

Better to have a fairly clean version to release then to rush it out the door.

I know how easy it is to get distracted, I have a few projects that I have been playing with for some time myself and they have only made marginal progress as I find other things pulling at my attention and time... No worries, we appreciate what you have given so far and just look forward to what will be in the next version when you get it ready...

Cheers,

creo

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