![]() |
[Request] - Player detection to turn off hack - Printable Version +- MMOMinion (https://www.mmominion.com) +-- Forum: FFXIVMinion (https://www.mmominion.com/forumdisplay.php?fid=87) +--- Forum: Support - English, Deutsch, 中文 (https://www.mmominion.com/forumdisplay.php?fid=92) +---- Forum: English Support & Questions (https://www.mmominion.com/forumdisplay.php?fid=93) +---- Thread: [Request] - Player detection to turn off hack (/showthread.php?tid=10412) Pages:
1
2
|
RE: [Request] - Player detection to turn off hack - zerovisual - 01-15-2015 ^^ yup Cichard hit it on the head. Just let the bot mount up and run. You take away that risk and you look more like a normal player just mounting up after a node or using the aetheryts. Only time I have open world teleported was a few times when I had 8 bots running and getting them all to walking sands. I just moved the leader right outside of walking sands and let the others port to him when i enabled it. Other than that I look at it more of a dungeon/instance feature. Nothing is cooler than using it in dungeons and getting to see different angles and how the actually map was constructed. RE: [Request] - Player detection to turn off hack - wickedj - 07-17-2015 (01-15-2015, 07:01 PM)zerovisual Wrote: ^^ yup Cichard hit it on the head. Just let the bot mount up and run. You take away that risk and you look more like a normal player just mounting up after a node or using the aetheryts. that's not cool the coolest thing is when you tele to the catkiller fishing spot and fish one up the first time (they are 650k a piece HQ right now) RE: [Request] - Player detection to turn off hack - drewlt - 07-17-2015 I override a few functions - this is one of them for teleporting... Just throw in a new addin module.def Code: [Module] MyMods.lua Code: mymods = {} |