Go Back   EQEmulator Home > EQEmulator Forums > Development > Development::Bots

Development::Bots Forum for bots.

Reply
 
Thread Tools Display Modes
  #1  
Old 07-01-2012, 06:01 PM
GurkhaPanzers
Sarnak
 
Join Date: Aug 2010
Location: Arizona
Posts: 86
Default Bot group exploits

I am running a server and allowing 5 bots per char, well 5 at a time. Players can form bot groups and then constantly resummon when bots die allowing for massive zerging. It also can be exploited to exceed the 5 bots at a time rule. Is it feasible to consider seperating #bot botgroup commands into a seperate gm command so folks can set it to everyone or exclude it from servers?

Thank you
Reply With Quote
  #2  
Old 07-04-2012, 07:46 PM
bad_captain
Developer
 
Join Date: Feb 2009
Location: Cincinnati, OH
Posts: 484
Default

While bots are a little faster to get back into battle that clients are, they are under rez effects (20% hp and 0% mana). They do already have their equipment on, but I don't think it's too aweful. Against any mob worth worrying about, they won't last one round. I'm not sure what else can be done to make bots' death penalties more severe without just imposing an artificial respawn timer, which I don't like.

With regards to exceeding the spawn limit, do you know how they are doing it? I've fixed a couple of issues that allowed people to exceed the cap, but I'm not aware of any other issues.
Reply With Quote
  #3  
Old 07-05-2012, 02:11 AM
c0ncrete
Dragon
 
Join Date: Dec 2009
Posts: 625
Default

i sent you a pm with some additional info, bad_captain
Reply With Quote
  #4  
Old 07-05-2012, 04:04 AM
GurkhaPanzers
Sarnak
 
Join Date: Aug 2010
Location: Arizona
Posts: 86
Default

On my server one of my developers removed #bot group and turned into its own command with a seperate GM rank required so we can turn it off. I am wondering if this is generally desired or just an issue on my server.
Reply With Quote
  #5  
Old 07-05-2012, 09:12 PM
bad_captain
Developer
 
Join Date: Feb 2009
Location: Cincinnati, OH
Posts: 484
Default

I will test out the example concrete gave me, but it sounds similar to the issue I fixed before. I'll try to get to it by this weekend. I just got back from vacation.
Reply With Quote
  #6  
Old 07-13-2012, 01:07 AM
bad_captain
Developer
 
Join Date: Feb 2009
Location: Cincinnati, OH
Posts: 484
Default

This should be fixed in Rev 2164 using c0ncrete's code, with a couple changes.
Reply With Quote
Reply


Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 03:18 PM.


 

EQEmulator is a trademark of The EQEmulator Team.
Everquest is a registered trademark of Sony Computer Entertainment America Inc.
EQEmulator is not associated with Sony, SOE, & Affiliates, in any way.
Except where otherwise noted, this site is licensed under a Creative Commons License.
       
Powered by vBulletin®, Copyright ©2000 - 2013, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3
All material copyright of their respective artists.
All other materials Copyright© http://www.eqemulator.net.