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A suggestion to vastly improve non-detection.
#2
THESE ARE MY PERSONAL OPINIONS AND ARE NOT OPINIONS OF MINION CREATORS :)
I only speak from my personal experience with working with 3D.

1. Limit the rate at which the bot can turn to whatever your keyboard turn rate is, this makes for MUCH more natural looking changes in direction.
These direction changes are not seen by another player as so sharp, as far as I know.

2. Have the pathing define a path to the next object and then refine that path so that it has the minimal amount of sharp turns in it based on the keyboard turning rate above.
This can be done, although in doing so it will most likely require more CPU power.
Basically you could take a point before the turn and a point equal distance after the turn and smooth it out by getting an arc between those points :P

3.People naturally take the route to an object that requires the least amount of effort by both number of direction changes (primary), effort in the form of actions needing to be performed (Secondary), and total distance (Tertiary).
That would be a hard thing to do for a bot:)

4.People also pre-plan movement to an object through obstacles subconsciously, meaning they will always immediately travel in the direction they need to go to get around whatever the next obstacle is in their path. So as soon as you character clears one object, it should orient itself to go around the next one, not wait until it's there and then go around.
That could be done too, just that I'm not sure it's a viable thing to do, processing wise... Unless what you are saying is turn at the start instead of at the end :P

5. Finally, people turn faster when making large changes in direction and slower when making minor adjustments once they get close to their intended direction of travel. So making a 90-180 degree turn may look sharp at first it will slow down (taper off) as the player gets closer to their intended direction of travel.
What you are saying is this:
Say I'm going straight but my object of interest is 45 degrees(Initial) to the right a distance 100.
Distance 100: Character turns Initial * 0.8 +- 3 degrees, calculates left over degrees(Left).
Distance 75: Character turns Left * 0.9 +- 2, calculates left over degrees(Left)
Distance 50: Character turns Left +- 1
Distance 25: Character turns Left and is now oriented at the target...
Or basically add a degree variable which would change slightly as you get closer to the place and a little multiplier formula? :P
This sounds great but will not work in practice so well and will look like your bot is on drugs... Although this is probably how human movement placed into maths in it's simplest form would look like, as human's cant calculate exact degrees :P
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RE: A suggestion to vastly improve non-detection. - by ymko - 11-11-2013, 02:43 PM

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