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| Warcraft Hacking Related Discuss, post, and troubleshoot hacks for Warcraft here. |
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#2 (permalink) |
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Private Hack User
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You mean make it so it calculates your damage vs there health and armor so it hits them perfectly and you get last hit? Bah good luck getting someone to do that. =p
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#5 (permalink) |
![]() ![]() ![]() Advocate Join Date: Jul 2007
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Was planning to do exactly that but I halted the project.
Maybe I will continue later but it is really hard to get all the stuff you need for your calculations. And you won't probably recognize the missiles of other players that are still "in the air" in your calculations. |
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#6 (permalink) | |
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inactive
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Quote:
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#7 (permalink) |
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Mr. Lampy's #2 fan
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So this bot would need to calculate projectile speed, hero-target distance, target's hp compared to your damage, preferrably taking (physical/magical) damage reduction into consideration.
Actually, I think it's not worth the effort to code such a thing. Just learn to last hit/deny or, if you can't do that, stop playing DotA and start doing something on your level.
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#8 (permalink) | |
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inactive
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Quote:
Some thoughts on making this in AutoIt or AutoHotKey: If you had health bars on, you could check the color values of pixels on the screen to find a low health bar. You'd know you could ignore the first (I'm guessing) 50x50 pixels in the center of the screen becase that would be where your hero is, and then depending on your hero's attack range (which you could read from memory?) you would be able to calculate the which pixels around the center of the screen to check for a low health bar. Once you've found a low health bar, you can pretty much guess/calculate the location of the creep/hero, because health bars are a certain numbe of pixels above the creep/hero. The other calculation to keep in mind is your damage, and the HP the unit has left... which you'd probably need some proper coding to do (to read those values from memory), which makes all of the above pretty much useless. So to properly "code" a hack like this, you'd need to find your location on the map, loop through the units in the game and find those that are near you (and not friendly), lookup your attack range and find those in range, then loop through them checking your attack damage compared to their health (because just because they have a "low health bar" doesn't mean they're a 1 hit kill), and then - to do it properly - check that you have a clear path to them (there might be trees / mountains / etc in the way), and then issue your hero with an attack command and supply the target. Sounds like REAL fun..... not. Maybe I'll write the AutoIt pixel-detecting one though, just for the fun of it (though it wont be that reliable, or effective).
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#9 (permalink) |
![]() ![]() ![]() Advocate Join Date: Jul 2007
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That's not how perfect last-hitting works.
If someone starts attacking and will bring the unit from 1000 to 1 hp (and you do 10 damage), then you have to start attacking (even if the unit currently still has 1000 hp!) to directly hit the target unit after him. Of course you would need the missile speed of all attacking units, damage of all attacking units, damage reductions, attack speed of attacking units, your attack speed, your range .... However, you can't calculate how much damage the enemys will exactly do and whether they miss or do a critical or still abort their attack. It is very hard. Thats the hard stuff, to make it to a perfect system |
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#10 (permalink) |
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inactive
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Oh absolutely, my attempts would be FAR off :P
I agree with you, you'd need to monitor and calculate practically everything going on. TECHNICALLY it's doable though, if you were able to calculate the game logic before it plays out, and attack at just the right time. SO not worth the effort though :P
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#11 (permalink) |
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Mr. Lampy's #2 fan
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Ya, what I've written was just a basic idea for the problem.
You can calculate it out really deeply, but you never know, what your opponent will do. But I guess this kind of hack would work out on newb pubbie games.
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#12 (permalink) |
![]() ![]() Deviant Join Date: Feb 2008
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A great way that will save you a lot of trouble hypn is to make this last hit hack work on rainge heroes and aftear activating it the hero will stand still spamming the stop command untill he get's the last hit.Deactivating the hack will give u controll of your hero again.
So when you run the hack it asks you "on how manny hitpoints i last hit?" u say something like 30 in 1lvl hero.... ....so u go back in the game, get your hero in possision turn the hack on...creep wave end's turn the hack off (be able to move your hero) If i helped you in anyway plz let me know!
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#13 (permalink) |
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Mr. Lampy's #2 fan
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Spamming "stop" isn't a great idea. It leaves you vulnerable to enemy harassment.
And next, if he was implementing the feature that you suggest, I suppose he would add an average damage calculator of any unit, or namely, your hero.
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#15 (permalink) |
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inactive
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The short answer to the original question ("Is it possible to make a last hit bot?") is yes...
BUT... it's way more complicated than it seems, and definitely not worth the effort. So rather:
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#16 (permalink) |
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Banned
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doesn't seem plausible to have a bot that would be able to time your attack to kill the enemy since it'd only really work when you have really close values for stats, so close it'd pretty much have to be the same unit type with the same level, str, int, agi, etc. However it'd be possible to have it calculate if it'd be possible for you to be able to kill a unit before it'd kill you if it were to be a 1 on 1 battle. So perhaps a hack that would notify you if what you were telling your unit to attack will most likely kill you.
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#18 (permalink) |
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inactive
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No.
Someone PLEASE close this thread :|
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