ROTATETO works, but I believe it takes the pawn class name as the
second parameter (usually this looks like "DummyBot_XX"). It's also
possible that the mutator doesn't correctly create a pawn for actual
player characters, I haven't tested this part extensively.
As for getting your messages recognized by the server, I'm not sure if
you're using the .NET library (I've heard there's a javascript bot
lurking out there somewhere ;) ), but you'll need to be mindful of how
your chosen technology deals socket I/O at a low level. The two
biggest problems I had building a PHP bot were:
1) Some socket implementations in PHP (and also C) will transparently
buffer data until it feels like transmitting it over the wire, usually
in bulk. Presumably it does this for efficiency. So looking at the
outgoing packets, there would be no traffic for a few seconds... then
suddenly a few KB of queued messages would gusher forth at once, and
the server would largely ignore them. So flushing the socket somehow
after each message EOM is imperative.
2) With 1) solved, at least one of the socket implementations in PHP
that I tried was simply *too fast* for the server. The network traffic
looked normal, but until I introduced an artificial delay in the
message code between outgoing messages, the server would seem to react
randomly to some messages, and not to others. The delay that worked
best for me in PHP was 30-50ms between outgoing messages -- then
everything started getting picked up on the server side.
-Warf