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View Full Version : [ANSWERED] Cavebot Attack works oddly



zero
10-21-2011, 00:04
I've noticed this for a long time with Blackd, and it's the reason I only use Blackd for Rookgaard.

On the Cavebot, no matter what options I use, this is how the character attacks:

1. Character sees creature on screen.
2. Character begins attacking creature even though not close enough to creature to attack.
3. Character goes to the square on the screen where it first saw the creature, even though it has already passed the creature it is supposed to be attacking.
4. Character arrives at square where creature was first seen, and bot realizes creature has moved.
5. Bot notes current location of creature and attempts to move the character to it, attempting to hit the creature it is attacking on the way.

This roundabout way of attacking creatures is rather slow and in some cases causes the character to chase the creature a few times around obstacles before it finally catches up to hit it with a melee weapon.

Is there any solution for this or is this a known bug / workaround to the Cipsoft 'anti-bot' system?

blackd
10-21-2011, 12:19
sorry, I know current attack system gives some problems, but fixing that would require rewriting the whole cavebot, and that would take months or even years.

about anti-bot system: you must accept that using cavebot will probably mean a ban/delete in next ban wave, so only use that funciton in chars that you don't care to lose.

zero
10-21-2011, 16:41
Thanks for the reply and confirmation. And thanks again for all your hard work on this project!