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View Full Version : Using homuculus AI to reveal hidden/cloaked people.


not fat bard
05-16-2008, 05:30 AM
Using a homunculus AI to attack players in stealth is considered ill-mannered. The older method of detecting hidden players was removed in a previous update, however, other methods still exist. Alchemists should disable or remove this feature from their AI scripts. Using attack lists to target specific players is not illegal as long as attacking hidden characters is disabled. Please report any user that is using the homunculus to attack hidden characters to the ill-mannered section of the GM email inquiry.



All alchemists and biochemists should probably modify your AI's since they officially stated that it's illegal. At least on iRO this is official.

http://iro.ragnarokonline.com/forum/forums/thread-view.asp?tid=16432&posts=12#M149042

Just an FYI

Cubical
05-16-2008, 08:11 AM
Tact[4013] = {"Assassin Cross", BEHA_react_1st, WITH_full_power, 5, 0}
Tact[12] = {"Assassin", BEHA_react_1st, WITH_full_power, 5, 0}
Tact[17] = {"Rogue", BEHA_react_1st, WITH_full_power, 5, 0}
Tact[4018] = {"Stalker", BEHA_react_1st, WITH_full_power, 5, 0}


MIR AI fix, the homunculus shouldnt attack if they cloak. If you know programming, you can prolly set it up to attack when said classes are visiable.

Nibbles
05-16-2008, 09:02 AM
Tact[4013] = {"Assassin Cross", BEHA_react_1st, WITH_full_power, 5, 0}
Tact[12] = {"Assassin", BEHA_react_1st, WITH_full_power, 5, 0}
Tact[17] = {"Rogue", BEHA_react_1st, WITH_full_power, 5, 0}
Tact[4018] = {"Stalker", BEHA_react_1st, WITH_full_power, 5, 0}


MIR AI fix, the homunculus shouldnt attack if they cloak. If you know programming, you can prolly set it up to attack when said classes are visiable.

Since they changed the position for cloaked/hidden to be -1,-1, that's an easy-enough check.

However, you would have to actually add the check to prevent the bolting itself, since all it takes to cast Caprice is a target and the system does the range check. One could argue quite easily that the natural setup of the homunculus is to be able to bolt hidden, since the AI can see hidden players. If they want to FIX the issue, they need to either change Caprice to be a position-targeted skill or to force Homunculi to be unable to see hidden actors.

Cubical
05-16-2008, 09:30 AM
yea pretty much

sounds like its morer gravitys problems than ours

Nibbles
05-16-2008, 09:54 AM
Well, the only real way to do it, as far as I could gather, would be to make hidden characters server-side and not pass hidden actors to the clients. The problem there is then you get into issues of additional load on the server since it has to filter the list of actors to send to the client, as well as then you need to revise the Maya Purple card (which I'd just make into something like "Reveal all hidden opponents within X cells of wearer"), since all it does is display hidden actors without changing their state.

On the additional plus side of making hide server-side, you'd be able to hide around those pesky tele-bots and snap shots of them.

Cubical
05-16-2008, 10:29 AM
good point

but since when does gravity have the competancy to make all those changes in a timely manner?

Biochemist-ness
05-16-2008, 12:13 PM
Well, the only real way to do it, as far as I could gather, would be to make hidden characters server-side and not pass hidden actors to the clients.

afaik, the client still knows the actual correct position of hidden characters, it just doesn't tell the correct coordinates to the AI (because it can still draw footprints in the right place for stealth). This really does(/should) not need a serverside fix.

To be perfectly honest, the most recent 'fix' reeks of "the devs were told to fix the problem, but they weren't clearly told what the problem actually was".

(i still think its absurd for the GMs to be setting these policies because they can't get their code cleaned up correctly.)

Cubical
05-16-2008, 12:21 PM
^^^ i know, they set fucking rules that are hard to follow


i take that back

80% of their rules are hard to follow or misleading

not fat bard
05-16-2008, 02:08 PM
Well most people who abused the homuculus AI did it maliciously, that's pretty crappy on the community's part to do that. Although the dev team/GM team probably could have done a better job handling it, like fixing it before making it live on the servers.

Nibbles
05-16-2008, 04:27 PM
afaik, the client still knows the actual correct position of hidden characters, it just doesn't tell the correct coordinates to the AI (because it can still draw footprints in the right place for stealth). This really does(/should) not need a serverside fix.

To be perfectly honest, the most recent 'fix' reeks of "the devs were told to fix the problem, but they weren't clearly told what the problem actually was".

(i still think its absurd for the GMs to be setting these policies because they can't get their code cleaned up correctly.)

Ah, but if it went server-side MP hacks would/should also be impossible, too, since those basically revolve around altering the client to display a sprite at the hidden character's location instead of a void.

The problem with server-side hide is again, it creates more server load which I'm fairly certain we don't really want; the benefit is hidden characters stay hidden unless they're supposed to be revealed.

But, yeah, I've been noticing a steady "don't know what they're talking about" coming out of the GM/CM teams of iRO.

Dishonru
06-05-2008, 06:57 PM
The problem with server-side hide is again, it creates more server load which I'm fairly certain we don't really want; the benefit is hidden characters stay hidden unless they're supposed to be revealed.It would have no effect on load. I don't care to get in to it, but effect on/off packet along with position updates is larger than the player info packet (0x022c currently) that would have to be sent when cloak is broken.