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Idea Antibot.

Posted: Fri Jul 02, 2010 12:48 am
by pelotazos
Well I thought this idea out from a conversation with a player on my server. Could not create an invisible npc an no name? If you could only have to create a script that you save in the table column characters killmob the amount of mobs to kill that player, then when a player kills 15 times this mob automatically spawn npc mob invisible as the bot will automatically kill that npc invisible that is where we detect the bot. ¿No?

THX

Re: Idea Antibot.

Posted: Fri Jul 02, 2010 1:56 pm
by jurchiks
why do you think the bot will see the invisible mob?

Re: Idea Antibot.

Posted: Fri Jul 02, 2010 3:10 pm
by pelotazos
l2net detect all mobs within an area, I already got the npc invisible and nameless, the problem I have now is when a player uses mild / targetnext, using this command also target. Would it be possible to modify / targetnext not to target when the mob is selected from XXX id?

I can not find in the core paragraph that refers to that command.

THX

Re: Idea Antibot.

Posted: Fri Jul 02, 2010 3:52 pm
by jurchiks
I think you don't need to make him NOT target that mob, but to log when he does target it...

Re: Idea Antibot.

Posted: Fri Jul 02, 2010 5:52 pm
by pelotazos
com.l2jserver.gameserver.network.clientpackets.RequestActionUse here supposed to be the targetnext but not this.

8(

Re: Idea Antibot.

Posted: Sat Jul 03, 2010 12:13 am
by Stake
You can do it in DP script too, even in L2AttackableAIScript. Just place an invisible npc spawn code in the onKill method, then check its invisibility status in the L2NpcAction.

Re: Idea Antibot.

Posted: Sat Jul 03, 2010 4:28 pm
by pelotazos
The mob is not invisible, is the texture of the mob which is invisible, if we put the mob in a state invisible bot could not kill, we would castrate the button / targetnext, "nobody knows where this button to change it?

Re: Idea Antibot.

Posted: Sun Jul 04, 2010 12:03 am
by poltomb
pelotazos wrote:The mob is not invisible, is the texture of the mob which is invisible, if we put the mob in a state invisible bot could not kill, we would castrate the button / targetnext, "nobody knows where this button to change it?
I believe it is client side. No talking about client modding here tho. The main issue with this is that most bots have the ability to ignore certain mobs (such as treasure chests) and they could easily program it to ignore the new mob.

Re: Idea Antibot.

Posted: Sun Jul 04, 2010 7:05 am
by pelotazos
I'm not talking about modifying the client, I'm talking about, take the function that acts on the server, the client only sends a data server interprets and acts, just change the acting not the data sent. If just reprogram the bot would have to change back the code. But at least try, since two months Siddur looks better.

Re: Idea Antibot.

Posted: Wed Jul 07, 2010 5:29 am
by Biowoolf
when u setting up walker, for example, u can set up what mobs it will kill so walker will not kill your invisible mob, i think. The true defence is to modify client to send some packet to server and if this packet is not sent to kick\ban player.... or check is player click mobs only or he click the ground too... walker will target only mobs and attack em, so it is not moving by clicking the ground... but i don't know can we trace it...

Sry for my english_)

Re: Idea Antibot.

Posted: Mon Jul 12, 2010 2:40 am
by Xaras2
A simple mathematical operation sent by the system?

Re: Idea Antibot.

Posted: Mon Jul 12, 2010 8:35 am
by janiii
this issue has been already discussed so many times. please read the forum.

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