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Buddy Team and Star Wars: The Old Republic

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i'm a guy who makes money off of these games. i don't care about playing games anymore except to learn them so that i am better able to exploit them for money.

i look forward to this bot. this bot definitely needs to have pvp. it can be used to level all the way from 10-50. plus gaining valor and pvp equipment is a huge grind which a bot would be great for. all it would need to do at first is que for the warzones and run around and use attacks on people. would be great for ranged classes for sure.

i want to say some quick things about this negative guy who keeps posting. first of all the game runs great in a virtual machine with only 2gb of ram and one processing core. second, they have already started to protect their currency by banning people involved in the dupes, which is good for the value of the currency.

i am also interested to know if you guys will be developing a diablo 3 bot. which could be very lucrative to bot.
 
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all it would need to do at first is que for the warzones and run around and use attacks on people. would be great for ranged classes for sure.

The combat, whether it's ranged, melee or healing, shouldn't be as big of a challenge as getting the behaviors right and preventing it from looking "bottish." I'd really like to see the development implement the ability for custom logic here so we don't see 3-4 bots simultaneously run to and try to capture the left turret on Alderaan (the way the farm was in Arathi Basin with BGBot).

Also, I imagine that Huttball is a nightmare in regards to navigation.
 
ok, it doesn't need to capture objectives. it just needs to know how to path around certain areas and attack players and do it consistently. it would also be nice if it could use the vendors in the warzones and buy mercenary commendations for warzone commendations since both cap at 1000 and need to be converted. this would allow the bot to be left unattended for longer periods of time. and have it continue to que up and join warzones.


huttball would be easy. just go to central area and run around attacking people. maybe some logic to attack enemies on lowest health first etc. and some basic logic to avoid the pits and not walk into there.

i am interested to know what kind of pathing system the bot will have. will it use waypoints to navigate or will it have a more advanced system of connected squares of where it can walk/run in?

but i agree if it uses waypoints it needs to have custom waypoints. so you don't look like every other person using this program.
 
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ok, it doesn't need to capture objectives. it just needs to know how to path around certain areas and attack players and do it consistently. it would also be nice if it could use the vendors in the warzones and buy mercenary commendations for warzone commendations since both cap at 1000 and need to be converted. this would allow the bot to be left unattended for longer periods of time. and have it continue to que up and join warzones.

This could probably be done with a plugin if it doesn't end up as part of the botbase.


huttball would be easy. just go to central area and run around attacking people. maybe some logic to attack enemies on lowest health first etc. and some basic logic to avoid the pits and not walk into there.

I'd prefer it follow the ball around which means the navigation system needs to be advanced enough to traverse the three tiered Warzone area in addition to knowing to not foolish walk directly into the fire traps. Plus, support for throwing the huttball would also be nice, though I'd wager that could be added in a CustomClass.
 
the idea of it actually doing something with the huttball and traversing the multiple tiers is pretty extravagant in a bot. i don't really care what the hell it does in that regard, i just want it to gain commendation and valor and levels and look and play as good as the average pvp idiot. which won't be difficult for a bot.

half the people in huttball just go around attacking random people based on their opponents health level.
 
This could probably be done with a plugin if it doesn't end up as part of the botbase.




I'd prefer it follow the ball around which means the navigation system needs to be advanced enough to traverse the three tiered Warzone area in addition to knowing to not foolish walk directly into the fire traps. Plus, support for throwing the huttball would also be nice, though I'd wager that could be added in a CustomClass.

I do see players deliberately walking into fire and acid pools, probably to deny the enemy of the killing blow and also to respawn back at full health?
 
i dont even play wow anymore but if this is even half as good as honor buddy is (used it most of my wow life) then im in.
 
I can't wait to start writing a sorcerer CC. I might start writing it in psudocode.... But then again, my dude is still lvl 20 and my motivation to grind out 30 more levels is kinda low atm.
 
Is this still going ahead?

Yes.

I can't wait to start writing a sorcerer CC. I might start writing it in psudocode.... But then again, my dude is still lvl 20 and my motivation to grind out 30 more levels is kinda low atm.

Are you going to be writing for Corruption or Lightning/Madness? I was thinking of doing SI Healer CC myself.

Since we're less than two weeks out of the forecasted release date it would be really cool if the established CC authors were able to get early access to the API's so we could start getting together a framework and writing behaviors. *HINT HINT*
 
the idea of it actually doing something with the huttball and traversing the multiple tiers is pretty extravagant in a bot. i don't really care what the hell it does in that regard, i just want it to gain commendation and valor and levels and look and play as good as the average pvp idiot. which won't be difficult for a bot.

half the people in huttball just go around attacking random people based on their opponents health level.

Actually it is not if you understood more about things you would understand that with most BOTS you are getting short changed. Most BOTS don't do things because they need better AI programmers and they need to actually work to get _______ to work. To be 100% clear if an NPC can do it a BOT can do it and if a player can do it a BOT can do it -> but it requires higher quality DEV.

I don't mean to say anyone here is doing poor quality work, but often things don't get polish and often little things that could make huge impacts just aren't done because people are willing to believe it is too "hard"

The fact is the client knows where everything is and "PASS" is a skill so the BOT better be able to pass the hutt ball.
 
Actually it is not if you understood more about things you would understand that with most BOTS you are getting short changed. Most BOTS don't do things because they need better AI programmers and they need to actually work to get _______ to work. To be 100% clear if an NPC can do it a BOT can do it and if a player can do it a BOT can do it -> but it requires higher quality DEV.

This.

I don't mean to say anyone here is doing poor quality work, but often things don't get polish and often little things that could make huge impacts just aren't done because people are willing to believe it is too "hard"

There's a lot of detail that does into getting decision making that doesn't appear bottish, and it's why I'm hoping that we'll see user-modifiable behaviors in the PvP bot base. For a project like this, crowd-sourcing the logic could produce some pretty high-quality and varied results, while freeing up development to refine the internals.

The fact is the client knows where everything is and "PASS" is a skill so the BOT better be able to pass the hutt ball.

Assuming a similar design to Honorbuddy, the more I think about this, the more I think the responsibility of passing will belong to the CC. It should be relatively easy to write.

Code:
        private ToRPlayer GetHuttballReceiver()
        {
            return (from unit in ObjectManager.GetObjectsOfType<ToRPlayer>(true, true)
                    orderby unit.HealthPercent ascending
                    where !unit.Dead
                    where unit.IsFriendly
                    where unit.Distance < 30
                    select unit).FirstOrDefault();
        }

	private static Composite PvPCombat(SimpleBoolReturnDelegate extra){
		return new Sequence(
			new Decorator(
				ret => extra(ret),
				new PrioritySelector(
					SpellManager.CastSpell("Escape", ret => Me.IsControlled(), Me),
					SpellManager.CastSpell("Throw Huttball", ret => Me.HasHuttball, GetHuttballReciver()),

Of course, this is simplistic and more advanced logic could be written (try to identify a tank class, strategic map positioning, enemies in range of intended receiver).
 
We have a lot on our plate right now, so we likely won't be releasing with any form of PVP support. (Mostly because right now, team sizes are small, and its pretty easy to get reported in the early stages of a bot. When it looks most bottish.)

We hope to start PVP support within a month of release. Yes, we realize PVP is a very viable way to farm/level, but its a lot riskier. It will be supported, just not with our first release. (And yes, we can throw the ball ;))
 
We have a lot on our plate right now, so we likely won't be releasing with any form of PVP support. (Mostly because right now, team sizes are small, and its pretty easy to get reported in the early stages of a bot. When it looks most bottish.)

We hope to start PVP support within a month of release. Yes, we realize PVP is a very viable way to farm/level, but its a lot riskier. It will be supported, just not with our first release. (And yes, we can throw the ball ;))

Glad to see you're looking to push something out before PvP is ready for prime time. PvP is certainly a great way to grind/level, but as you said, its riskier. PvP means you're constantly surrounded by players (and possibly other bots), making it one of the most likely places you'll end up being reported compared with doing things solo out in the open world.
 
Yes.



Are you going to be writing for Corruption or Lightning/Madness? I was thinking of doing SI Healer CC myself.

Since we're less than two weeks out of the forecasted release date it would be really cool if the established CC authors were able to get early access to the API's so we could start getting together a framework and writing behaviors. *HINT HINT*


I was thinking healing. Sorcerer healing kinda reminds me of disc. The whole dark healing thing is pretty cool. All the wow healing classes are all light and nature. Its like if a warlock were a healer. Pretty cool.

And yes, I agree with you.
 
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