As a matter of background, I've programmed a bot for nearly every game I've played. Some have been simple skill repeaters, while others have been full blown "do it all" bots.
My question to the rest of the community here who enjoy botting games is what's your preference, subroutines or timers?
I.E.
While a trigger is ON - run a bunch of timers that set flags, each operating independantly, but only taking specific actions if the appropriate flags from other timers are ON.
OR
While a trigger is ON - run a list of repeated subroutines in a loop.
What's your thoughts?
Timers or Loops, What's your poison of choice?
Started by
Grendahl
, Dec 04 2012 03:56 PM
7 replies to this topic
#1
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Posted 04 December 2012 - 03:56 PM
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I would do your second example. It seems more simple. But if you want to program more, then I'd complete the first one, because it seems more complicated (or fun, actually).
----FrostByte
----FrostByte
#2
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Posted 05 December 2012 - 02:49 AM
FrostByte and the Artemis Asylrum® CorporationView my projects: Artemis Media Player
FrostByte62.com is down. I'll find another place to host my stuff soon...after I get done procrastinating some more.
Your subject title does not match the contents of your post.
It should have been "timers or loops ?"
A timer is nothing more than a metronome, that calls a subroutine at a specified time interval.
The other 'object you describe is a loop, again calling one or more subroutines.
It should have been "timers or loops ?"
A timer is nothing more than a metronome, that calls a subroutine at a specified time interval.
The other 'object you describe is a loop, again calling one or more subroutines.
#3
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Posted 05 December 2012 - 03:13 AM
Leef_me, thanks for the correction.
What's your thought on the matter though? A toggled set of timers, or a toggled loop?
I'm about 75% done on a timer version. What should I keep in mind to ensure it runs most efficiently? (what parameters should i set)
What's your thought on the matter though? A toggled set of timers, or a toggled loop?
I'm about 75% done on a timer version. What should I keep in mind to ensure it runs most efficiently? (what parameters should i set)
#4
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Posted 05 December 2012 - 03:17 AM
Always have your scripts when you need them with Dropbox.
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I don't use AHk to play games.
Generally speaking,
if the actions I need are cyclic use timers.
if the same list od actions are requires repeatedly, use loops
The docs suggest Timer subroutine shoudl be short in length.
The problem with loops is that if something happens asynchronously to the loop flow,
you can't do anything about it until it is that 'actions' turn to be done.
Generally speaking,
if the actions I need are cyclic use timers.
if the same list od actions are requires repeatedly, use loops
The docs suggest Timer subroutine shoudl be short in length.
The problem with loops is that if something happens asynchronously to the loop flow,
you can't do anything about it until it is that 'actions' turn to be done.
#5
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Posted 05 December 2012 - 08:17 AM
OK.
All my timers are indeed short in length, and around eight of them are "on" at the same time.
What parameters should I set in the script to ensure they run best? i.e. #MaxThreads = ??
All my timers are indeed short in length, and around eight of them are "on" at the same time.
What parameters should I set in the script to ensure they run best? i.e. #MaxThreads = ??
#6
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Posted 05 December 2012 - 04:55 PM
Always have your scripts when you need them with Dropbox.
Sign up for free! http://db.tt/9Hrieqj
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I also do alot of botting for mmo flash games and i find loops to be the best, i only use timers for statistics like runtime.
#8
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Posted 06 December 2012 - 12:32 AM