scape Posted May 22, 2014 Posted May 22, 2014 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
Botre Posted May 22, 2014 Posted May 22, 2014 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 1
Swizzbeat Posted May 22, 2014 Posted May 22, 2014 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 Did you really create 100 predetermined paths? O_o 3
Botre Posted May 22, 2014 Posted May 22, 2014 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)
Dog_ Posted May 22, 2014 Posted May 22, 2014 (edited) Why would you say thatits not ineffective but a waste of time. Just make one path and randomize a few positions Edited May 22, 2014 by Rawr 1
Botre Posted May 22, 2014 Posted May 22, 2014 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
Dog_ Posted May 23, 2014 Posted May 23, 2014 (edited) 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 May 23, 2014 by Rawr 1
Botre Posted May 23, 2014 Posted May 23, 2014 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 ^^
Pseudo Posted May 24, 2014 Posted May 24, 2014 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.
Botre Posted May 24, 2014 Posted May 24, 2014 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.
Apaec Posted May 24, 2014 Posted May 24, 2014 (edited) 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 May 24, 2014 by Apaec
Dog_ Posted May 24, 2014 Posted May 24, 2014 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 2
NotoriousPP Posted May 24, 2014 Posted May 24, 2014 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