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What you see on your client is no where near what other players see. I’ve tested all sorts of movement and watching one client from another, from same and drastically varied network routes, and one thing that’s extremely noticeable is that EVERYONE looks janky, which is to be expected from 10+ year old netcode for a game that doesn’t really need much precision. So much of the movement and display is client sided and the server updates only a small fraction of that movement compared to what your client displays as a way to save on network resources.
Lots of things make it obvious someone is botting, but the smoothness of the movement just isn’t one of them so you don’t really need to worry about that.
Damn well alright i won’t get too caught up into it, so the normal things to lookout for would be probably randomizing my landing spot, doing randomized afk/wait timers for follow up actions perhaps and the likes i guess more than anything movement related?
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Did you try this method?Hey nope I’m not exactly sure how that works, so both extreme waypoints have a cluster in the middle but they are all still a single line, how exactly does that work for prioritizing when scripting, i tell it to go to a random waypoint? I’m kind of confused on how to apply this
If I remember correctly, Sometimes you have add more waypoints and connect them. Think of it like a magnet to prevent your character from straying off path and suddenly following it.
Hmm i just tried it and it just seems to make it do a lot more stutter stepping through the waypoints albeit a little less longer. I wonder if that passes better since what I see isn’t what others do necessarily but I don’t know if it translates nicely since it’s still stuttering the movement a lot
- This reply was modified 2 years, 3 months ago by Ciboule.
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