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How effective would this be?

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Lets say I wanted to make a script that involved a lot of walking. How effective would it be to make 20+ paths that the script would use opposed to 1 or two?


And I mean effective as in lowering ban rate

 

Lets say I wanted to make a script that involved a lot of walking. How effective would it be to make 20+ paths that the script would use opposed to 1 or two?

 

I make it randomly choose between 100+ predefined paths in my Shrooms script.

It's super effective if you are 100% sure the paths are flawless :)

I make it randomly choose between 100+ predefined paths in my Shrooms script.

It's super effective if you are 100% sure the paths are flawless smile.png

Did you really create 100 predetermined paths? O_o

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Not effective.

 

Why would you say that

Did you really create 100 predetermined paths? O_o

 

I made a tool to generate unique paths from a list of paths.

 

But yeah I used to do lots of walking before I had that tool x)

Why would you say that

its not ineffective but a waste of time. Just make one path and randomize a few positions

Edited by Rawr

its not ineffective but a waste of time. Just make one path and randomize a few positions

 

He'd have to write a method to check if a tile is walk-able though :/

he would only randomize the path a little anyway, like -2 - +2 x/y so it's less likely to fuck up (unless the path has unreachable locations within a distance of however much he randomises it)

Edited by Rawr

he would only randomize the path a little anyway, like -2 - +2 x/y so it's less likely to fuck up (unless the path has unreachable locations within a distance of however much he randomises it)

 

Guess it all depends on the location indeed ^^

Guess it all depends on the location indeed ^^

Generally clicking an unwalkable tile on the minimap will take you to the nearest walkable one anyway, so I don't see issues rising from this besides in extreme circumstances.

Generally clicking an unwalkable tile on the minimap will take you to the nearest walkable one anyway, so I don't see issues rising from this besides in extreme circumstances.

 

I have had some nasty experiences with it, mainly in forests and stuff like that.

he would only randomize the path a little anyway, like -2 - +2 x/y so it's less likely to fuck up (unless the path has unreachable locations within a distance of however much he randomises it)

 

Nah this is just a bad idea tbh... making predefined paths, even just 3 or 4 would be more effective

 

If you just use zWalker or something like that to read paths it won't take 2 secs to define a couple custom paths. if you add +- 1 to each thats going to help you alot too.

 

Edited by Apaec

Nah this is just a bad idea tbh... making predefined paths, even just 3 or 4 would be more effective

If you just use zWalker or something like that to read paths it won't take 2 secs to define a couple custom paths. if you add +- 1 to each thats going to help you alot too.

its not a bad idea, saves time and very unlikely to not work

Nah this is just a bad idea tbh... making predefined paths, even just 3 or 4 would be more effective

 

If you just use zWalker or something like that to read paths it won't take 2 secs to define a couple custom paths. if you add +- 1 to each thats going to help you alot too.

 

This...

 

its not a bad idea, saves time and very unlikely to not work

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