Please don't set any imaginary deadlines for us!
It'll be ready when it's ready. We have a whole new approach to just about everything.
Also; Nesox has joined me![]()
I've been playing it since launch, at lv 15 so far. It's pretty fun! I can see this being VERY good for botting. You guys will get so many sales from casual botters... you can buy a monthly sub with ingame gold!
I was going to get the game but not get to serious about it. Then this was announced....balls deep.
GameManager.Lua.Events.RegisterEvent("PlayedTime", HandlePlayedTime);
GameEngine.BotPulsator.RegisterForPulse(GameManager.Lua.Events);
var mySimpleLabel = StatisticsPanel.CreateLabel();
StatisticsPanel.UpdateLabelText(mySimpleLabel, "Yay! Text!");
class MyStatsClass : NotificationObject
{
private int _value;
public int Value
{
get { return _value; }
set
{
if (value == _value) return;
_value = value;
NotifyPropertyChanged(() => Value);
}
}
}
var stats = new MyStatsClass();
// Keep "myLabel" around if you want to remove it from the UI later.
var myLabel = StatisticsPanel.CreateBoundLabel(StatisticsPanel.CreateBinding(stats, "Value"));
stats.Value = "So you wanted easier updating to the UI?!";
And we threw rift... I see no point here.
Which part gave you problems, i'll dumb it down for ya.
More updates!
We have a brand new ASM assembler in our libraries (one that supports x64! Say goodbye to FASM!). It works great, however, it's slower than FASM (by 10x). We're working on an "AsmCache" type thing. Most users/developers won't need to worry about any of it, it's just to help us with not re-assembling things constantly.
I now have the ability to start the bot up in x64, attach to the game (again, in x64), and there are no crashes!
Ok I lied, there's tons of crashes. But that'll be solved soon enough! (x64 calling convention is... tricky...)
Just recently fixed our pattern finder to properly support x64, as well as relative address tracing (thanks to mov reg, cs:faraway_address)
I'm still looking through movement and casting stuff. I'm fairly certain I can now dump info about active abilities, etc. However, more work to be done on that front.
I spent a lot of time working on terrain stuff, which was well worth the effort, so I'm a bit behind on "other duties". Hopefully, we'll be ready to start implementing logic within a week. (Very... very basic logic)
I've been playing it since launch, at lv 15 so far. It's pretty fun! I can see this being VERY good for botting. You guys will get so many sales from casual botters... you can buy a monthly sub with ingame gold!
Yeah, we're making a bot for Wildstar. (Specifically, I'm kinda working on it by my lonesome!)
And of course, we'll have nav meshes out of the box.
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With that said, I'm going quite a different direction than our other bots. Our Wildstar bot is going to be sitting on a brand-spanking-new framework. Hopefully, that means that 3rd party developers will have a much easier (and much more maintainable) development experience.
I even have a new AI engine in the works. (However, I'm not 100% sure it will even be totally usable, so I'll be working on it as a "back burner" type of project)
As usual, early days will be rough, at best.
I've been spending quite a lot of time porting our tools from x86-only, to support x64. (Our Wildstar bot will probably be the first, and only, bot we make to support both) However, x64 support at this time, is just speculation. If absolutely necessary, we can create a "Wildstar Launcher" of sorts to allow you to run the x86 client. However, that's a last-resort as far as I'm concerned.
Just a question, is it possible for this bot to have an Assist mode?
I just dont find it possible seeing that some classes are a mix of just needing to stand still to cast a skill and moving - for instance, Spellslingers