After using many many scripts I've found a major fault in all of them: they all choose the 'closest' available mine or tree, but they fail to take into account the number of people working mining that tree/mine. For example, in Jukka's guild miner, the script chooses the closest coal mine which is great if there are no people around. But many times, the guild mine is crowded and you can instantly identify the autoers because they are the ones that try to all mine the same piece of coal (even though there are empty ones just a bit further away). This not only creates non-humanlike behavior but also can lead to banning :X. So here are the function which I propose that can be used together to help make these scripts more efficient:
IdentifyOtherPlayers: identifies other players on screen using the differences in color between the ground, the object (i.e. mine/tree), and the mining character. This is quite complex and requires that the colors near the tree/mine be all identified.
DetermineRealDistance: Multiplies the perceived distance to each of the available mines/trees by some integer determined by an algorithm which takes into account the number of other players at each of the mines/trees found in the previous function.
CompareRealDistances: Compares the 'real' distances to each mine/tree and chooses the 'closest' one.
Also, I don't know if anyone has thought of this but I think that SCAR should have a procedure that plays a sound when a random is identified and that the user has 8s to move the mouse to solve the random him/herself or 20s to solve the random if it is unsolvable. If the mouse is moved then the script breaks until the random is solved by the user.
Note: I use mining scripts much more than wc scripts but I think the same functions can be used. Also, these functions could be used in many many ways (such as if too many players are identified in certain time period then SCAR logs out and changes world).
Please post your thoughts regarding my ideas. Thanks


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