Page 2 of 2

Re: Party botting

Posted: Thu Jan 13, 2011 3:51 pm
by Administrator
JackBlonder wrote:
I can't see any way to fix this other than abandoning the memory address targeting and going back to 'TAB' targeting.
Is there any way I can do that just for my uses.
Something like overwriting the targeting function by my own function?
Line 1792 of classes/player.lua:

Code: Select all

		local newTarget = self:findEnemy(false, nil, evalTargetDefault, self.IgnoreTarget);
		if( newTarget ) then			-- find a new target
			self:target(newTarget.Address);
			local atkMask = memoryReadInt(getProc(), newTarget.Address + addresses.pawnAttackable_offset);
			cprintf(cli.turquoise, language[86]);	-- stopping waypoint::target acquired before moving
			success = false;
			failreason = WF_TARGET;
			return success, failreason;
		end;
Replace that code with this:

Code: Select all

keyboardPress(key.VK_TAB);
You might have to make a few other minor changes like this in the player:moveTo() function to get it to fully work.

Re: Party botting

Posted: Fri Jan 14, 2011 6:11 am
by rock5
JackBlonder wrote:
I can't see any way to fix this other than abandoning the memory address targeting and going back to 'TAB' targeting.
Is there any way I can do that just for my uses.
Something like overwriting the targeting function by my own function?
I don't think so. We've come a long way since tabbed targeting and I'd say most functions now expect a level of control, while targeting, that tabbing just can't provide.

I suspect that if it was possible it would require extensive modifications throughout the bot.