TFS 1.2 (Client 10.98)
This is my script:
Currently I am able to manipulate the player by changing its "autoattack target".
But the player is still able to shoot runes on their last target, while that target is also "red squared".
Is there anyway to actually use client targeting code in the lua script?
So it forces a target switch on a client level? The way the bots do it.
Or if there is there another way that I don't see, a method?
Preferably a solution in LUA.
Any help would be appreciated!
(This script will help me tell who is botting and who is not, so it is really important for me)
This is my script:
Code:
function onSay(player, words, param)
if not player:getGroup():getAccess() then
return true
end
if player:getAccountType() < ACCOUNT_TYPE_GOD then
return false
end
local target = Player(param)
local position = target:getPosition()
local monster = Game.createMonster("Antibot Monster", position)
if target == nil then
player:sendCancelMessage("A player with that name is not online.")
return false
end
monster:getPosition():sendMagicEffect(CONST_ME_TELEPORT)
target:setTarget(monster)
target:getPosition():sendMagicEffect(CONST_ME_MAGIC_GREEN)
end
But the player is still able to shoot runes on their last target, while that target is also "red squared".
Is there anyway to actually use client targeting code in the lua script?
So it forces a target switch on a client level? The way the bots do it.
Or if there is there another way that I don't see, a method?
Preferably a solution in LUA.
Any help would be appreciated!
(This script will help me tell who is botting and who is not, so it is really important for me)
Last edited: