absolllute / Mega-Hack-Pro-Future

Mega Hack Pro Suggestion & Issue Tracker
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Features that would make botting minigame levels easier #1138

Open Spidapida opened 1 year ago

Spidapida commented 1 year ago
  1. So, I want this feature to be added on MH that I would like to call it key checkpoint. The idea here is that they act like regular checkpoints while botting, except if your icon dies or you restarted, you would be spawned on this key checkpoint, then whatever you recorded in between this key checkpoint up to the regular checkpoint will be replayed back and after reaching the regular checkpoint, you'll resume recording the macro as usual. Now, this isn't useful on normal levels, since for the most part, botting normal levels is 95% accurate using only click events (vanilla); however, some minigames can't be botted the usual way due to the nature of the game. This feature is also handy if you'd like a quick dirty way to verify if your macro isn't breaking yet for impossible levels, although replaying at 0% is still the idiotproof way of verifying.
  2. Add buttons on speedhack that would increment or decrement the speedhack values by a specified amount. I would also like to see that value to be adjustable.
NewAlexGamer commented 1 year ago

if i use frame fix i don't have any problem botting any minigame, and probably vanilla accuracy either, since minigames are by nature designed to do certain things on click events for the speedhack you can still change the value while botting, i don't see the problem there

Spidapida commented 1 year ago

if i use frame fix i don't have any problem botting any minigame, and probably vanilla accuracy either, since minigames are by nature designed to do certain things on click events for the speedhack you can still change the value while botting, i don't see the problem there

Try botting 47762081 and 60880958 (while also putting a considerable amount of checkpoints -- what I meant here is that the amount of checkpoints you place if you say, is botting a hard demon or harder) Yes, some minigame levels can be botted without any problem, but there were others that you simply can't in one go; you need to rebot in a specific way for the macro to actually work.

NewAlexGamer commented 1 year ago

in phases you don't die until the time actually runs out, about the car game it just worked fine to me

Spidapida commented 1 year ago

Note that the goal for these minigames is to be finished -- and for this particular case, finish them as fast as possible. Keep that disclaimer in mind when I'm explaining the next sentence. I'm thinking you didn't tried botting the entirety of Phases, and as for Car Crash, you possibly only did it on one attempt (and therefore, without using any checkpoints), which is not how I would like to bot Car Crash if I want to "finish it as fast as possible". I'll post a video later as to what's happening to illustrate my point. But the short answer for this is: spawn looping movement tends to cause a desync when you place a checkpoint and restarted the level, and this gets worse as the level dwells long in time. It isn't too much apparent for those that are moved using move trigger, but it is very noticeable for rotating collisions, and still gets worse if you added a move trigger that would lock them to player x. There's no hope of fixing that on the current game -- unless if somehow Absolute did a magic on the game -- that's actually what I would like to suggest, but I don't think it is possible to fix it.

Spidapida commented 1 year ago

Mentioning this since it was somewhat related #947