You could check and see if the players bounding radius is in view. I think that is sensitive to walls...
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You could check and see if the players bounding radius is in view. I think that is sensitive to walls...
i love this more every time i visit this thread con. my buddy and i are planning on each making our own lists and having our bots fight each other and betting on the winner.
Ye I did and it sucked.
If you want to do a new type of Aimbot for Halo you would make the lead dependent on the ping. Once you get that correlation right (you don't need testing to get a reference value. you can calculate it) 99% of the time you will hit the target.
Nice work on this though.
I think I should add taunting players to the possible tasks...
Eh but seriously, what features would you guys like to see? Nothing too complicated, but stuff hat would make it easier to use the program. Someone suggested ingame hotkeys for graph creation and I think I'll add that. What else would you like?
update
I have an idea for letting the aimbot know if the target is visible or not before shooting. The red reticule is unreliable as Pat said, but there's something else that changes when you aim at an enemy (or teammate without names on):
http://img716.imageshack.us/img716/7...reenshot00.jpg
I just have to check if there's text up. The great thing is that you don't have to be aiming directly at them. It shows up while aiming in a close area around them, which should include the lead distance.
update 2
GS now handles the file association between the saved graphs and the program. Doubleclick your graphs and GS opens them up, ready to use.
update 3
I looked into the ladder problem again and I discovered that ladder climbing is really easy with a little trickery in the graph construction and a new type of link called a look-ahead link. As you know, you can tell it to look forwards while walking and use aiming to steer instead of a full combination of WASD with independent aiming. While being especially useful for vehicles, this also comes into play when traversing ladders. Since you need to aim up the ladder to ascend, I will have a look-ahead link between the top and bottom of the ladder that will override the aimbot and force your aim in the direction of the next node. Another problem I had with ladders was it would tard out when the top and bottom nodes were right above each other. By placing the top node slightly forward of the end of the ladder, the program will always try to walk into the ladder as it ascends because in a 2D sense the node is on the other side of the ladder. For those ladders in Boarding Action with access to 3 floors, you simply use dev cam to place a node slightly past the surface of the ladder but still within the node radius, then you link this one to one off to the side using a look-ahead and the bot will walk you onto the platform. Since going to different floors requires different nodes, you simply branch these options from the bottom node instead of worrying about linking them on the ladder itself.
Make it so you can run multiple instances of this on 1 computer so you can run a dedi and 2 instances of halo with a bot and 1 instance of halo for you to play on. This would make it so that people could host custom maps with bots to get people to actually JOIN servers that run custom maps.
Yeah, a way to have this set up to populate a server with bots would be really, really good. Even if you can only have 1 bot per computer it'd be a big help for a server that runs customs.
Well, my main question is if you can make Halo run multiple instances on 1 computer. If that is possible you could just run a server with the dedicated server and then a few instances of halo with a bot attached to each.
Multiple instances would be a bitch IMO. First of all, it doesn't really attach to the game for sending input. It simulates key pressed globally. Halo doesn't seem to accept messages, so tha'ts the only way I could do it. It might be possibly by crazy hook ninjary but that's way beyond my skill level. Secondly, running multiple instances of Halo isn't possible is it? And thirdly, if it did work up to this point, you may have problems with CPU load by running multiple instances of Halo and multiple instances of GS. GS takes up a good amount of resources because it's doing a lot of things at once--pathfinding, path following, memory reading and writing, AI, drawing the graph, and aiming, not to mention all the code making sure these things run together without a hitch and making sure the user of the program doesn't do something stupid.
I think it's gonna have to be 1 bot per computer. But like laggy said, you can still use it to attract players to a server and I'm sure half of them won't even realize they're playing against a bot. The map will get play time, so everyone's happy. For the reason I mentioned earlier, Halo needs to be the active window for the bot to play. You could just leave it running when you go AFK for a while.
I see. Maybe you could try and hook this so a person could just run this in the background all the time (since I already run this computer 24/7) to idle a server with bots.