Additional settings will be available after clicking the white gear icon with a plus visible in the upper left corner of the module.

This section of the module contains the following parameters:

  • “1 – Mouse cursor movement speed factor” – this parameter determines the speed at which the mouse cursor will move during the operation of the “AutoMat” betting module. The range for this parameter is 1-10 where the more, the faster.
  • “2 – Change the speed factor to express (how many tokens?)” – setting this parameter, e.g. to 5, will cause the mouse cursor movement speed factor – (cursor movement speed) to be automatically set to the maximum value, i.e. 10 w when the number of chips to be wagered or added by the “AutoMat” betting module is five or more. It is necessary due to the fact that in the case of some roulette games available on the Internet, there may be a situation in which “AutoMat” will have to bet on, for example, 20 different numbers and will not be able to do it, because the basic setting of the speed factor was too slow. Thanks to this parameter, we will avoid such situations. The range for this parameter is 0 – 36.
  • “3 – Click point randomness factor” – this parameter is used to randomize the click point and is measured in pixels. Setting this parameter to 5, for example, will cause that each click on places such as buttons, numeric fields when betting or chips will be clicked in a slightly different place each time. In this case, all points indicated in the table mapping process that need to be clicked will be randomized each time in the X and Y axes, in the range of 0 – 5 pixels. Setting this parameter to zero will mean no randomization, i.e. in fact clicking on the same points each time is not recommended. The range for this parameter is 0-50.
  • “4 – Maximum number of tokens to be removed” – this parameter indicates the number of tokens that can be removed from the table using the technique selected during mapping. While in the case of removing tokens, e.g. by right-clicking the mouse, the thing happens quickly and efficiently, so in a situation where during the mapping of the table we chose the option “left mouse button pressed with movement to a specific point” – (sliding the tokens off), we may not have enough time to remove e.g. 20 chips from the table. With this parameter, we inform the betting module how many chips can be removed by the selected technique, and after exceeding this value, “AutoMat” will bet on all attacked numbers, excluding the inactive ones, which will be a much faster solution. The range for this parameter is 0 – 37.
  • “5 – Number identification timeout” – this parameter indicates the time limit for the identification of the number, counted from the moment of detecting the state of the game “betting”, our betting marker. As a rule, the identification of the number occurs before the detection of the betting marker, but there are so many different roulettes on the network that it is difficult to predict whether this parameter will be needed for any table. As an example, you can give here the “Live” roulette, in the Polish casino “Total casino”, where when changing the dealer, there is not always a graphic change, thanks to which “Monitoring” can identify the number. If the number is not identified after detecting the betting marker and after using the time limit set in this parameter, we will be informed by voice that the number drawn in this game has not been detected, but the session will continue. The range for this parameter is 0 – 999. The value of each unit is 10 milliseconds (100 = 1 second).
  • “6 – Random number of empty spins” – two parameters determining the range in which the number of empty spins will be drawn. If, for example, in the left edit field we set the value 10 and the right edit field the value of 25, then the number of empty spins can be from 10 to 25. To draw the next number of empty spins from the set range and reset empty spins, which took place always after placing a chip supporting the game . Only the counter of empty spins that have been made will be reset when the main chart attacks, resulting in the bet on the roulette table. The standard range for this parameter is 0 – 999. The value of zero in the right edit field is synonymous with the inability to release empty spins, ie those where it is not possible to start a spin without placing even a minimum bet. There is also the “Unlimited” mode, which can be activated by clicking the button with the same name. This option, when active, allows for an unlimited amount of empty spins. When the “Unlimited” option is active, the font of the button with which this option is activated will change its color to light green.
  • “7 – Random delay before clicking” – two parameters that determine the interval in which the delay before clicking on numeric fields will be randomized during betting and removing chips. One unit is 10 milliseconds. As in the previous parameter, the delay value is randomized from the range specified in the edit fields. The delay is randomized before each click. The range for this parameter is 0 – 99, so the maximum possible delay is 0.99 seconds.
  • “8 – Random delay before clicking (in express mode)” – two parameters determining the interval in which the delay before clicking on numeric fields will be randomized during betting and removing chips, with the difference that the settings of this parameter will be taken into account, when the betting module is switched to express mode. This mode is used for fast betting, so the delay before clicks should be lower. One unit is 10 milliseconds. As in the previous parameter, the delay value is randomized from the range specified in the edit fields. The delay is randomized before each click. The range for this parameter is 0 – 99, so the maximum possible delay is 0.99 seconds.
  • “9 – Random delay before clicking (buttons)” – two parameters that determine the interval in which the delay before clicking on buttons or chips will be randomized. As a rule, this delay should be longer than when clicking on numeric fields. It is often the case that the function buttons or game chips on the roulette table appear or become active only some time after you hover over them, so it’s worth taking a good look at how the buttons of your favorite roulette table behave. Setting the order of 0.5 to 2 seconds in this case is not unusual, but before entering any values here, it is worth checking the response time of the buttons in different situations. The range for this parameter is 0 – 999, which is the maximum possible delay is 9.99 seconds.
  • “10 – Random delay after clicking” – two parameters that define the interval in which the delay after a click will be randomized. This parameter is common to all clicked points on the table. The range for this parameter is 0 – 99, so the maximum possible delay is 0.99 seconds.
  • “11 – Simulation of human mouse movements, only for numerical fields” – this option, when active, will make humanoid moving the mouse cursor only within numeric fields, while the cursor will appear immediately on buttons without using the cursor movement on the screen. When this option is disabled, the movement of the cursor towards the buttons will also make the cursor move naturally on the screen. To activate this option, click on the “ok” button. When this option is active, the font of the “ok” button will be light green.
  • “12 – (SemiAutoMat) – only last bets (and spin for RNG)” – this option, when enabled, restricts the operation of the “AutoMat” betting module to repeat bets only and to clicking the “Spin” or “Repeat / Spin ‘for’ RNG ‘tables. We can use this option when, for some reason, we want to manually bet on our chips, and the role of the betting module will only be to continue the game. For this way of playing, it is recommended to use the manual mode selected in the strategy selection window, because only then the chips we place manually will be reflected in the attacked numbers, provided that we take care of a manual attack on these numbers in the windows responsible for them. In short, all the numbers that we place manually on the roulette table in the “SemiAutoMat” mode should be attacked manually in the platform windows.
  • “13 – Quick data download from numeric fields” – this option, when active, slightly changes the sequence of execution of procedures in the “Monitoring” module. We previously wrote that for tables with variable number field formats, the colors of the numeric fields to identify the number must be retrieved before they change their format to the spin time, in the “betting” state of the game. Tables with variable format of numerical fields include tables whose numerical fields change their size, color, become invisible during the spin, etc. This option is also activated by clicking the “ok” button. When the option is active, the font of the “ok” button will be light green.


Standard data download from numeric fields. In this case, data from numeric fields are downloaded during the spin. This is a solution for tables that do not format numeric fields during the spin. In the above picture, the procedure for delaying the fetching of data from the numeric fields is performed as the fourth, and the fetching of data will be performed in step five.


Quick download of data from numeric fields. In this case, the download of data from the numeric fields is still in the “betting” state. This is an option for tables that change the format of the numeric fields during the spin. In the above picture, the procedure for delaying the fetching of data from the numeric fields is performed as the third one, and the fetching of the data will be performed in step four.
  • “14 – Variable format of numeric fields” – this option, when active, ignores the fact that many identification points of numeric fields have changed their color during the spin, which would normally mean an error in identifying the number and stopping the operation of the “Monitoring” modules and “AutoMat”. In the event that we activate this option, before the identification of the drawn number is attempted by the “Monitoring” module, two conditions must be met, which will mean that after the spin ends, the format of the numeric fields has returned to the state in which it was mapped and this is the state, which allows the identification of the number. Here they are:
  • The number of identification points for numeric fields must be equal to or greater than that set in the edit field. This means that when the “Monitoring” module recognizes that the number of identification points set by the user, and specifically their colors, matches those previously downloaded, it will mean that the table format has returned to the state in which the colors of identification points were downloaded and this is the state where “Monitoring” can start identifying the number, but before that, we can set an additional delay described in the next point.
    There is an edit field (on the left) where you set the number of points to be identified. The range is 1 – 74. The optimal value for this parameter for most of the known variable numeric field tables is around 50 to 60 points. This value should not be less than 30 and greater than 70 points.
  • After the required number of identification points has been recognized, the set time period must pass. This is a user-set delay. In the case of some tables, the return to the format of numeric fields enabling identification of a number may take, for example, some animated form, and therefore, after recognizing the necessary number of identification points, it is worth applying a delay that gives us a guarantee that the format of the number fields is 100% compatible with were downloaded by the “Monitoring” module before the table format was changed for the duration of the game.

When selecting the delay, we have the following buttons:

  • 10 – 100 milliseconds or 0.1 seconds.
  • 50 – 500 milliseconds or 0.5 seconds.
  • 100 – 1000 milliseconds or 1 second.
  • FX – (Flexible) – for this option we define the delay ourselves.

The font of the active option is light green.

Let’s look at the settings above for example. The value for identification points was set to 54 – (we all have 74, because 37 numeric fields 0 – 36 and two identification points on each of them).
To sum up, the procedure identifying the drawn number will start its work when at least 54 identification points – (specifically their colors) of the numeric pools will match those collected before the format change, and 500 milliseconds – (0.5 seconds) of time elapses from that moment.

Above is an example of a table video with variable format of numeric fields. The “Monitoring” module starts during the spin. Below, in the sub-sections, we have described what activities took place in the displayed video:

  1. The module checks the table format – 4 identification points indicated during mapping.
  2. The synchronization process begins.
  3. The module waits for the active betting marker – (betting marker) to appear, which is in fact the appearance of a pixel of the same color as the one we indicated when mapping the table at a specific point.
  4. As the betting module is not active, there is no bet betting and the module goes straight to the delay with timer # 1 – (in this case the timer is set to 200, which theoretically means a delay of two seconds, but as we wrote earlier in the case of delay clocks 1 and 2, their speed depends on the speed of the computer).
  5. After the delay (200 clock units) , the colors of the identification points are retrieved from all numeric fields. It is worth noting that the circle that appeared in the numerical field of the drawn number “19” disappears before the colors of the identification points are collected. If the delay timer was set e.g. to 100, then in the case of the numeric field 19, the colors of identification points would be incorrectly acquired, because the animated circle is still displayed in the field of this number at this time. The delay clocks are there to precisely set this moment.

6. The module waits for the disappearance of the active betting marker – (betting marker), that is, in fact, for the pixel color to change to a different color than the one we indicated when mapping the table at a specific point.
7. Since in this case we are dealing with a table with a variable format of numerical fields the module instead of immediately analyzing all numeric fields in order to detect the color change and thus detecting the number, first waits until the two conditions for which it was met are met the speech before that means:

  • The module checks if at least 54 identification points (specifically their colors) are in the right place.
  • After detecting the minimum number of colors in the appropriate places – (54 in this case), meaning that the format of the numeric fields has changed to the correct one, there is a set delay, after which the attempt to identify the number begins.
    8. After detecting the number for the first time and then detecting the active bet marker, the synchronization process is completed. At this point the betting module “AutoMat” can be started.

In the photo above, we can see all points of the table map presented earlier in the video. It is worth paying attention to where the “active bet marker” was set. This is the area of the numerical field of the number zero, which changes its size to a smaller size for the duration of the spin, then after drawing the number it returns to its original size and, as in this case, can be used as an “active bet marker” – (also known as a betting marker).

Revision: 6

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