DamianMeneses
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Does anyone know how to make the runes to target on tile instead of following the creature where it moves?This is the behavior i get normally, im using tfs 1.4.2
Its not, that's aim assistance on display on that gyazothis is normal
runes hit tile creature, walk animation is only client side think
when creature start walking is mean on server side creature is on next tile already
did u even watch gif posted here? dude literally wait for npc to start moving to next sqm and shoot rune on previous sqm still hitting targetthis is normal
runes hit tile creature, walk animation is only client side think
when creature start walking is mean on server side creature is on next tile already
The NPC hasn't been on the next SQM yet. They had about 80-90% progress towards it, but in the tibia, you are either on SQM A or SQM B, so in this case, the creature was treated as "Still on the starting SQM/SQM A"did u even watch gif posted here? dude literally wait for npc to start moving to next sqm and shoot rune on previous sqm still hitting target
animation doesnt matter once u see player npc or monster moving from sqm A to sqm B hes already on SQM BThe NPC hasn't been on the next SQM yet. They had about 80-90% progress towards it, but in the tibia, you are either on SQM A or SQM B, so in this case, the creature was treated as "Still on the starting SQM/SQM A"
I was digging this about a year ago. A perfect scenario for your case would probably be marking the creature on SQM B somehow faster or immediately after the movement started(?).
For the best feeling, you'd probably want to have perfect aim with exact creature location, but that's not supported on any OTS, either RL. I'd love to see an implementation, as paralyzing rune and paralyze canceling would also be excellent with that change.
Recorded on Cipsoft server files and Cipsoft client. (credits to Rawesh)animation doesnt matter once u see player npc or monster moving from sqm A to sqm B hes already on SQM B
or sprite based aimThe NPC hasn't been on the next SQM yet. They had about 80-90% progress towards it, but in the tibia, you are either on SQM A or SQM B, so in this case, the creature was treated as "Still on the starting SQM/SQM A"
I was digging this about a year ago. A perfect scenario for your case would probably be marking the creature on SQM B somehow faster or immediately after the movement started(?).
For the best feeling, you'd probably want to have perfect aim with exact creature location, but that's not supported on any OTS, either RL. I'd love to see an implementation, as paralyzing rune and paralyze canceling would also be excellent with that change.
whats interesting about it? client sends creature id at the moment you click the rune and aim on someone, the rest is server walking to the rune to pick it up (if needed) or just throw on the chosen target (by creature id, so position doesn't matter, that's why it always hits)Recorded on Cipsoft server files and Cipsoft client. (credits to Rawesh)
It looks like it is client-based aiming, not server-based aiming, so if your statement is true and the creature is marked as on SQM B when the movement starts client-sided, it's still a hit.
My guess is that it uses trust & verify policy to make the game responsive on the worst internet connection, so you can still play on ping 80+ relatively fine. The client checks if you hit and sends the information to the server, and the server only checks if the creature is in range or something(?). Maybe someone who can actually peek the code could explain it, very interesting topic.
thats how people could sd off screen on old tibia u can see it on cams sometimes when they used auto aimRecorded on Cipsoft server files and Cipsoft client. (credits to Rawesh)
It looks like it is client-based aiming, not server-based aiming, so if your statement is true and the creature is marked as on SQM B when the movement starts client-sided, it's still a hit.
My guess is that it uses trust & verify policy to make the game responsive on the worst internet connection, so you can still play on ping 80+ relatively fine. The client checks if you hit and sends the information to the server, and the server only checks if the creature is in range or something(?). Maybe someone who can actually peek the code could explain it, very interesting topic.
That's not how it works. The client won't allow sending the 'UseOnCreature' packet with a creature's id lower than 0x40000000. Even if you sent it artificially, the server would ignore it, because you can't shoot directly on players. If you click on a monster or an NPC, the client will send the 'UseOnCreature' packet (with the creature's id), but if you click on a player it will send the 'UseTwoObjects' packet instead (with object id 99 and the coordinates).whats interesting about it? client sends creature id at the moment you click the rune and aim on someone, the rest is server walking to the rune to pick it up (if needed) or just throw on the chosen target (by creature id, so position doesn't matter, that's why it always hits)
That's how it works. in never tibia, at least in OTC. Don't remember newer cip tibia specifics. OP runs a new tibia as far as I can tell. Not sure why the shared gif is in this certain protocol, but it is irrelevant.That's not how it works. The client won't allow sending the 'UseOnCreature' packet with a creature's id lower than 0x40000000. Even if you sent it artificially, the server would ignore it, because you can't shoot directly on players. If you click on a monster or an NPC, the client will send the 'UseOnCreature' packet (with the creature's id), but if you click on a player it will send the 'UseTwoObjects' packet instead (with object id 99 and the coordinates).
@JeiDi posted a recording from the stolen cipsoft server and client. That's what you commented on, and that's what I corrected.That's how it works. in never tibia, at least in OTC. Don't remember newer cip tibia specifics. OP runs a new tibia as far as I can tell. Not sure why the shared gif is in this certain protocol, but it is irrelevant.
yeslooks like it is client-based aiming
play cip clienthow to make the runes to target
It's not as clear as it may seem. While aimbot is expected to be more accurate than human, it is not always the case. Because you can't shoot directly on players, it's always based on coordinates, so aimbot won't be perfect. I mean, in the cip engine you can't. I don't know if TFS allows that, but it's wrong if it does.technically all this tile or target stuff is weak because in the end macro will always learn to do it better than human.
its probably best to make it feasible for all that when u actually hit the object and not where they are is more interesting because you actually have to aim at your target.
im talking about the sprite size on your screen when you from moment you press rune button to aiming onto the creature sprite yes game is tile'y but it does not mean the combat has to be. it can still be skill based clean and look good in the end. making for a smoother experience.It's not as clear as it may seem. While aimbot is expected to be more accurate than human, it is not always the case. Because you can't shoot directly on players, it's always based on coordinates, so aimbot won't be perfect. I mean, in the cip engine you can't. I don't know if TFS allows that, but it's wrong if it does.
So, the bot will always try to hit on the square where the target currently is in the client (standing on, or "walking" to that square). However, if the target's speed is high in relation to your ping (plus all the software/hardware delays), it may be not enough to land a hit. Once your packet reaches the server, that character may already be on the square even further. The same goes for where the bot "sees" the target - the client is always late to the server. So a strategy of anticipating/guessing and aiming for the square "ahead" may yield better results, especally if the target is running in lines easily predictable for human. It probably takes an experienced player, but human may adapt to that, and a "simple macro" won't.
That "aim assistance" makes it easier for players, but for aimbots too. In the above scenario, even if it's late, it may still hit, so you're losing that low margin where human could possibly do better.
nice rolex
Hmm.. that's what OTC does. When you click Use on tile X, it gets +/- 1 tiles and checks which creature/item is drawn on given position. This code is to fix clicking on monster that has 64x64 sprite (you can click on other tile - looking on graphics - than he is standing on) and to fix problem with clicking on creature that is standing on 3 parcels (again, his elevation is high, so he is drawn +1 sqm from his real in-game position tile).im talking about the sprite size on your screen when you from moment you press rune button to aiming onto the creature sprite yes game is tile'y but it does not mean the combat has to be. it can still be skill based clean and look good in the end.