Hi,
1.051c version of the bot introduces a major improvement, in regards to the way the bot handles monsters.
FastMode has been redesigned to work with weights, so that you can now adapt fast mode to different contextes and have the bot focus on dense contextes.
In the meanwhile, custom scripts now have density actions that use a similar weight system combined to a list of density algorithm that you can use to implement targeting priority
You can find a non-optimized, non user-oriented but still valuable presentation of those new density concepts here
We hope it's usefull for CS designers
Cheers
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Wed, 04/22/2015 - 16:33 #2Very informative PDF file. Some of it towards the bottom threw me off a bit, but using weights in fastmode make a lot of sense.
Thanks!
Vote for faster full clears! - Added!
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Thu, 04/23/2015 - 04:08 #3Oh ! I was understanding nothing about the new density calculation, now all is OK, very good PDF
Thanks for all ur work
I'm french so sorry for my english
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Sat, 04/25/2015 - 18:43 #4This will help a lot for future custom scripts !
Thanks a lot for your effort
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Mon, 07/13/2015 - 04:24 #5Calculation max parameter >> WTH is this?
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Sat, 09/26/2015 - 00:39 #6Could you elaborate on what "evade" is in the move settings? Does it move my char away from things regardless of whether avoidances are on?
What happens when the health% is back above the triggering threshold? What happens if this skill is on cooldown?
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Mon, 10/05/2015 - 08:08 #7It may be a dumb question but I don't quite understand the difference between "DistanceMin/DistanceMax" and "CalculMinPara/CalculMaxPara"
Or more precisely, I understand the difference but not the point of having the two.
With "DistanceMin/DistanceMax" you filter which monster the bot will aknowledge the existence.
With "CalculMinPara/CalculMaxPara" you say which monster need to be taken in consideration when the bot calculate the Density of each mob.
In which case you will want that the bot aknowledge a monster but you wont want this monster taken in consideration in the Density calculation ? Let's say you have 0 in DistanceMin and CalculMinPara, in which case it will be usefull to have different values in DistanceMax and CalculMaxPara ?
Any practical example ?
thanks a lot.
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Thu, 10/08/2015 - 16:23 #8Distance (Min/Max) refers to the area in which BOT will select a target from.
Calculation (Min/Max) refers to the area near the Target to count for "Density". It is the area centered on the monster selected from within DistanceMin/Max.
Lets say you want to use a skill Cluster Arrow. It is an Area Skill that does damage to within 15yards radius around the impact spot. Lets say you want to use CA on any monsters within 75 yards:
use
Distance Min = 0
Distance Max = 75
Lets say you want to use CA to monsters with highest density within 75 yards:
then use
CalcMin = 0
CalcMax = 15 <- the area of effect of CA
Some algorithm such as "surrounding/vicinity" does not use this because the density is centered on the bot.
Joined: 07/13/2015 - 13:16
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Thu, 01/21/2016 - 17:08 #9I'm trying to understand and make sense out of the fast mode tolerance value. What does this value mean, how does it affect the density calculations. I've seen scripts with negative and positive values and want to understand it to make sure we're using it propertly.
Is it a +/- value to the actual calculated density context? Is this number just added to the actual calculated density value?
Thanks!
Joined: 01/19/2016 - 14:29
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Fri, 01/29/2016 - 13:35 #10So I think I may be misunderstanding something or I am using this system in an unintended way.
I have my density values set up in such a way that I can tell how many of each type of creature I am engaging (Trash Mobs, Elites, Goblins and Guardians being the four distinct types). When I saw you could do targeting with these values I was very happy as now I can make my bot go hunt down the treasure goblins instead of just attacking whatever is aorund when a goblin shows up..
But the target selection seems like it will mess around with me on Elites.. especially caster/distance elites that will move away from me. This is because it defaults in a tie to picking the target furthest away. This means if I have to get a close proximity for a skill to use on the target I will go towards the target furthest away from me... This seems like it could have me running back and forth (or leaping back and forth as the case may be) between the targets instead of being able to focus on one.
Am I just misunderstanding how this works? Or could we get a toggle that says on a tie to choose the furthest or closest?