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Posted: Fri Mar 04, 2005 7:08 pm
by Omiime
both of you should delete MQ and never run it again.
Thanks for the laugh tho.
Posted: Fri Mar 04, 2005 7:30 pm
by Mystic_Blue
both of you should delete MQ and never run it again.
Why thanks you, Omi! Your suggestion is immensly helpful, and I will do so immediately!!!
Too bad you wasted your limited intellect on such a pithy response
Posted: Fri Mar 04, 2005 7:36 pm
by superslam
Hell, I thought it was a pretty simple question.
Posted: Fri Mar 04, 2005 7:48 pm
by Mystic_Blue
Sadly, little men with small minds and minuscule peckers BELIEVE they gain stature by belittling their superiors.
2 good examples, Rush Limbaugh and James Carvelle, mirror images of each other
Posted: Fri Mar 04, 2005 7:51 pm
by fearless
That's right Mystic_Blue, go with that inner Napoleon you got goin for ya.
Posted: Mon Mar 07, 2005 2:42 pm
by billthecat
I think you guys are missing the point here. Mystic ran into a problem. It's a problem the rest of us may need to deal with at some point. Just because we've been getting away with it and the GM's appear to have a relaxed point of view does not mean we should make ourselves easy targets if the powers that be decide to crack down on this tool.
Disabling the functions mystic and a couple others pointed out may be a solution in the short term, but these are functions that provide the usefulness we crave from our bots.
As a longer term solution we need to do the following:
1. More Human-like Movement:
Enhance the /face function or add a new routine to the move utilities plugin that makes the toon's movement more realistic. To do that we should add a check to see that if the target is beyond a certain number of degrees away from our current facing, if so stop forward movement until we get closer to the correct facing.
If we can manage it, a system of standard waypoints may need to be created for each of the zones. That way if the toon finds itself without a line of sight to it's target it can calculate a way to reach it's destination by going through the intervening set of waypoints. Having a library of waypoints for the zones would make hunting and navigation commands easier to implement as well. It may not be reasonable to do for some zones - lower guk's maze comes to mind here.
2. Keep Communications humanlike or away from the EQ server.
Move communications out of the EQ say/tell system wherever possible. Indicator messages should be changed to use /echo since that goes out the telnet/IRC plugin connections. If something needs to be said then you should have at least 5 different possible phrases and have a random number determine which one the toon puts out. Also, if you really need to use commands, have at least 5 different event phrases the toon understands, and mix the use up.
Making the combat seem more human might be more of a challenge, but if the /stick command had a random delay in response, say 1.5 seconds as the outer limit you would see the kind of delays people sometimes introduce. It might cut down on the 'choreographed' effect the GMs see. If you watch the area where a bunch of manually controlled tunes are fighting in SEQ you could probably get a better idea what kind of delays would look realistic.
Posted: Tue Mar 08, 2005 2:26 pm
by billthecat
I was looking through MQ2moveutils.cpp last night and the /stick commands has a "loose" qualifier that might make combat more human like.
Just changing the command to say "/stick loose" in our macros could be the delay I mentioned above. I'll try it next time I get a chance, but if anyone has used it in the past maybe they could comment.
Since /stick already has something to make it's behavior more human, it might make sense to use it as a basis for more complex navigation if I can get it to home in on waypoints. Picking the next waypoint seems like it ties in with this discussion though:
http://www.macroquest2.com/phpBB2/viewtopic.php?t=9156
I'm not sure how far they got with either defining a library of waypoints for each zone or having the system generate the waypoints on the fly.
It looked like a plugin was on the way.
Posted: Thu Mar 10, 2005 11:18 pm
by mackster
For you guys who aren't using the IRC plugin for genbot or whatever, it's really easy. There's a program called wirc server that you can run your own internal IRC channel with. Issue commands to your bots there, it worked pretty damn sweet when I used to run my bot.
Posted: Fri Mar 11, 2005 2:36 am
by Agripa
I do not remember which IRC server I was using originally but I had problems with flood protection kicking me off and causing other problems so switched to
beware ircd. Not going through the EQ chat channels or tells not only is more discreet but has the advantage of being much faster.
Posted: Fri Mar 11, 2005 1:01 pm
by mackster
lol I remember the first time I started toying with the IRC plugin and just joined some random public IRC server, my bot was happily chatting away and some random guy comes in the channel and is like "WHAT ARE U TALKING ABOUT? HELLO? R U THERE????"
That's what was so great about your own internal IRC server, no one can join in except you and your bots.
Posted: Wed Mar 16, 2005 3:51 pm
by billthecat
Thanks guys that's really great!
I had been looking at the IRC plugin, but it seemed like using a public service would be problematic. having my own IRC server is just what I needed!
Re: I am not so sure....
Posted: Sat Mar 19, 2005 7:20 pm
by Cyberflight
Mystic_Blue wrote:Hmm, I did a search of GM CHECK and found only 20 some threads, and only 3 of those actually addressed the issue.
While many people state that if a GM shows up, it is already too late, that they have other ways to detect macro use.
However, no one actually explain these methods.
Also stated is that a Gm is invisable if they choose.
What I experianced is that the GM remained in zone with me for another 45 minutes. While a basic in game /who did not show the GM, the /who done from in the MQ box DID show the GM in zone.
Your slightly off, I had the unfortunate pleasure of being a GM for a day (Talk about a fup) Anyway a GM Admin loged me on to fix something on my char and forgot to turn off the GM status.... So I log on, GM green name and all and found some rather interesting things, I didnt have the GMClient.exe so most commands did not work but since I also run SEQ which shows everything coming into the client I decided to try a few things, going invis (Just reg invis) took me off the /who and /who all made me invis to see invis mobs, and removed me from the SEQ list so in short it wont detect an Admin thats invis since it dosent go to the client. Also found that using /go to command without the GM client put me on top of the world where I fell for 10 mins then crashed for 20k dmg but thats another story.
Posted: Sat Mar 19, 2005 8:13 pm
by Mystic_Blue
Your slightly off, I had the unfortunate pleasure of being a GM for a day (Talk about a fup) Anyway a GM Admin loged me on to fix something on my char and forgot to turn off the GM status.... So I log on, GM green name and all and found some rather interesting things, I didnt have the GMClient.exe so most commands did not work but since I also run SEQ which shows everything coming into the client I decided to try a few things, going invis (Just reg invis) took me off the /who and /who all made me invis to see invis mobs, and removed me from the SEQ list so in short it wont detect an Admin thats invis since it dosent go to the client. Also found that using /go to command without the GM client put me on top of the world where I fell for 10 mins then crashed for 20k dmg but thats another story.
Yes, after some further testing, with the help of your friendly neighborhood GM, I ascertainied that a GM CAN be in zone with you, and not detected by MQ2.
Currently, for those who wish to avoid getting busted, the GM fav trick is to summon a melee running a melee macro with stick.
It is my idea that one add and event Summoned, and do a check events in the sub where you check for distance from target, BEFORE pathing back to target.
Also, the /face Fast is an obvious tip off to the Gm observer.
Posted: Tue Mar 29, 2005 9:07 pm
by sethric
I talked with one of the guys that was a big guildleader that was invited out to the sony 'guildleader summit' last year, the guys went to visit the sony offices. One thing he specifically said that i asked more than once was, he said they do not read the /chat channels.
Posted: Wed Mar 30, 2005 7:47 pm
by fryfrog
They may not read them, but nothing stops them from being IN a channel and seeing what you are saying. What I mean is, I am pretty sure a GM can allow his client to see your tells and /gu, but perhaps not see all the chat channel traffic... but I bet he can find out what channels you are on and simply join them to watch.