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Honorbuddy 2.0 - Navmesh and Questing Release Schedule

Is it possible that we could translate zone x/y coordinates to full x/y/z coordinates?

I was sort of looking forward to this being an 'auto-walker', but I don't really see that happening anymore.

Z coordinate is above sea level (or under). So like saying "Go to 41,31" could be either
1) On the ground
2) In the mine
3) Up in the air

And the bot doesn't know which one you mean. So this would never work, unfortunately.
 
It is *possible*, but if I were to make that, it would be in the form of a plugin.


Yes you can. For instance we check the mesh at X and Y in HB to find the height of the mesh, or I could also use my terrain parser I wrote for the navigation to find the terrain height at X and Y. It's nothing hard.

Still wouldn't work. You can't know what height (Z) the user wants. See my previous post.
 
Still wouldn't work. You can't know what height (Z) the user wants. See my previous post.

He's meshed the whole land no?
So he could just check the height of the land there relative to the height of the mesh?
 
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Still wouldn't work. You can't know what height (Z) the user wants. See my previous post.

Yes it would. This will happen only on very rare occasions and it will still be able to get you to X/Y. Trust me when I say that this is fully possible and multiple height levels is nothing to worry about.
 
I could take a shot at making the plugin if you gave me a few details on how to do it.
 
MaiN, i've a question for you, sorry if it's been asked before.
Is there any way of avoiding paths of other players?
Say there are 2 botters using the same profile in WSG, would it be possible that you move in a seperate route to the other guy near you.
Even running along beside looks less bot like than 2 guys using the same path, same thing ect.
Or is the path randomly generated each time, which totally nullifies this question?
I saw it chooses roads over other things and stuff, but any option to random path or anything like it?
Or does it always choose the fastest/quickest route, no questions?
 
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i was wondering since it has not been mentioned anywere, the new nav system is going to be implemented into HB but what about GB? is GB going to be using waypoint's still or using the new system aswell?
 
I could take a shot at making the plugin if you gave me a few details on how to do it.

IIRC, the area bounds are kept in the DBC files. I wrote a wrapper for reading DBC files a long time ago, it should even be available to publicly in the HB API.
After that you basically interpolate X between bmin.X and bmax.X doing the same for Y. You can then call Navigator.FindMeshHeight (in HB2) to get the mesh height at that point.
 
MaiN, i've a question for you, sorry if it's been asked before.
Any way there is of avoiding paths of other players?
Say there are 2 botters using the same profile in WSG, would it be possible that you move in a seperate route to the other guy near you.
Even running along beside looks less bot like than 2 guys same path same thing ect.
Or is the path randomly generated each time, which totally nullifies this question?
I saw it chooses roads over other things and stuff, but any option to random path or anything like it?
Or does it always choose the fastest/quickest route, no questions?

It always chooses the shortest route (almost, there are some implications that I'm not going to explain right now). Of course it also weights roads etc., but generally you should believe that it always will choose the shortest route. Instead of solving this at the navigation level, it should in my opinion be solved at the profile level. So instead of giving HB a hotspot, you give it an area that it can randomly choose hotspots in. That's way into the future though, as we're focusing more on BG's currently.
 
lmao, telling the navigation programmer what can't be done, lol sorry, found that funny

He is right on the theoretical level but he is not right on the practical level.
 
It always chooses the shortest route (almost, there are some implications that I'm not going to explain right now). Of course it also weights roads etc., but generally you should believe that it always will choose the shortest route. Instead of solving this at the navigation level, it should in my opinion be solved at the profile level. So instead of giving HB a hotspot, you give it an area that it can randomly choose hotspots in. That's way into the future though, as we're focusing more on BG's currently.

Ah i see, thanks.
Will be nice to not see 4 botters all running the same path any more, always embarassing to watch.
Although with profiles becoming easier to make
This shouldn't be the case anyway,anyone can make their own then..
 
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Ah i see, thanks.
Will be nice to not see 4 botters all running the same path any more, always embarassing to watch.
Although with profiles becoming easier to make
This shouldn't be the case anyway,anyone can make their own then..
That's very much right. :)
 
Fantasic to get an insight into whats planned, and by the replies you have given you've got a lot of plans for the future.
Which is great, im sure everyone will agree.
Keep up the good work, all of you on the dev team.
 
It is *possible*, but if I were to make that, it would be in the form of a plugin.


Yes you can. For instance we check the mesh at X and Y in HB to find the height of the mesh, or I could also use my terrain parser I wrote for the navigation to find the terrain height at X and Y. It's nothing hard.
Okay, I apologize for my incorrect post. I'll delete it so it doesn't confuse people.
 
Ah i see, thanks.
Will be nice to not see 4 botters all running the same path any more, always embarassing to watch.
Although with profiles becoming easier to make
This shouldn't be the case anyway,anyone can make their own then..

You can always make your Own Profile...

:P
 
Nice job buddy team ! it will port HB to a whole new level. I'm beginning to be worried about Blizzard tho :eek:
Anyway keep up the good work !
 
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