Humanoid | js package to bypass CloudFlare | Scraper library

 by   evyatarmeged JavaScript Version: Current License: MIT

kandi X-RAY | Humanoid Summary

kandi X-RAY | Humanoid Summary

Humanoid is a JavaScript library typically used in Automation, Scraper, Nodejs applications. Humanoid has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can install using 'npm i humanoid-js' or download it from GitHub, npm.

Humanoid is a Node.js package to solve and bypass CloudFlare (and hopefully in the future - other WAFs' as well) JavaScript anti-bot challenges. While anti-bot pages are solvable via headless browsers, they are pretty heavy and are usually considered over the top for scraping. Humanoid can solve these challenges using the Node.js runtime and present the protected HTML page. The session cookies can also be delegated to other bots to continue scraping causing them to avoid the JS challenges altogether.
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            kandi-support Support

              Humanoid has a low active ecosystem.
              It has 157 star(s) with 20 fork(s). There are 4 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 6 open issues and 3 have been closed. On average issues are closed in 203 days. There are 2 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of Humanoid is current.

            kandi-Quality Quality

              Humanoid has 0 bugs and 0 code smells.

            kandi-Security Security

              Humanoid has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              Humanoid code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              Humanoid is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              Humanoid releases are not available. You will need to build from source code and install.
              Deployable package is available in npm.
              Installation instructions, examples and code snippets are available.
              Humanoid saves you 30 person hours of effort in developing the same functionality from scratch.
              It has 81 lines of code, 0 functions and 7 files.
              It has low code complexity. Code complexity directly impacts maintainability of the code.

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            Humanoid Key Features

            No Key Features are available at this moment for Humanoid.

            Humanoid Examples and Code Snippets

            No Code Snippets are available at this moment for Humanoid.

            Community Discussions

            QUESTION

            Three.js - get current skeleton bones position during animation
            Asked 2021-May-19 at 03:09

            I have a Three.js project with an animation going on and I would like to find the skeleton bones position at different times.

            If I go for example to: https://modelviewer.dev/examples/animation/index.html and find the Three.js scene:

            ...

            ANSWER

            Answered 2021-May-19 at 03:09

            Skeletal animation (or "skinning") is applied to the individual mesh vertices on the GPU1, because there are often many more vertices than there are bones, and updating them all on the CPU would be computationally expensive.

            However, the transformations of the bones themselves are computed on the CPU in three.js. The distinctions that may not be obvious here are:

            1. The .position property of the bone, inherited from THREE.Object3D's .position property, is a local position, relative to the position of its parent, and its parent, and so on.
            2. Most skeletal animation operates by rotating, not translating, individual bones. For example, a rotation of the shoulder will have the effect of both translating and rotating the descendants of that bone (i.e. the rest of the arm).

            Putting all of this together, what you want to find is the world position rather than the local position of a particular bone. The Object3D parent class has a method to help with this, object.getWorldPosition:

            Source https://stackoverflow.com/questions/67510300

            QUESTION

            Anti-Exploit Server Sided Problem (Character is nil)
            Asked 2021-May-14 at 10:42

            So I've been trying to create an anti-exploit system, but one that can't be disabled via exploits. and when I try to see if any of the Humanoid's attributes changing, by using (function param1).Character.Humanoid I get an error in the developer console (in game, not below the command line) showing attempt to index nil with humanoid

            Code

            ...

            ANSWER

            Answered 2021-May-10 at 07:03

            Why do you expect p.Character to be anything but nil?

            From the Roblox manual:

            Character

            ... Initially, this property is nil then set when the player’s character first spawns. Use the Player.CharacterAdded event to detect when a player’s character properly loads

            When a player is added it does not have a Character yet. Also running that in an infinite loop that never breaks, even after the player has been kicked doesn't make too much sense to me.

            Source https://stackoverflow.com/questions/67465802

            QUESTION

            Lua Scripts disabling each other in Roblox Studio
            Asked 2021-May-11 at 14:03

            I'm trying to make a game in Roblox (a tycoon) and, considering it's my first time making a game, I'm using some pre-made scripts and models along with youtube tutorials. My problem right now is that I have two scripts, both under the same name, DevProductHandler, (I've tried changing their names but the problem still persists) and it seems like only one will run at a time whenever I test the game. Disabling one script allows the other to run perfectly fine, and enabling both causes only one script to work, randomly picking which one will run each time.

            One of the scripts is meant to control purchasing products that are prompted from a GUI, and the other controls purchases prompted from tycoon buttons that you walk on top of. I've tried merging the scripts by copy-pasting one underneath the other, but it still only makes the GUI DevProductHandler script work. I don't know if there are some overlapping variables or something that would cause one script to not allow the other to run, but I think that's most likely the issue, although I'm not sure how to go about fixing that I'm new at Lua and game creation so I was wondering if anyone could help me find out the issue. These are the scripts.

            ...

            ANSWER

            Answered 2021-May-11 at 14:03

            From the Roblox manual:

            As with all callbacks, this function should be set once and only once by a single Script. If you're selling multiple products in your game, this callback must handle receipts for all of them.

            You're implementing game:GetService('MarketplaceService').ProcessReceipt in both scripts. One overwrite the other.

            Source https://stackoverflow.com/questions/67486941

            QUESTION

            Resetting a script after game round?
            Asked 2021-May-11 at 02:11

            When the game timer ends it kills the players & resets the teams and sends them to spawn to choose a Team again... idk how to reset the script to start from the beginning and have reset all the values and functions called... I tried making a copy of the script and destroy the current one with script:Destroy() but doesn't work & continues with the same function so breaks my game when the players choose the teams again & respawn.

            ...

            ANSWER

            Answered 2021-May-11 at 02:11

            You can just wrap the script in a while loop to repeat from the beginning when the round ends. At the end of the loop, right before the end tag, you can reset all the values that are supposed to be reset for the next round.

            Source https://stackoverflow.com/questions/67478978

            QUESTION

            How do i fix Infinite yield possibility?
            Asked 2021-May-10 at 13:29

            The following code is in a script inside of a Drive Seat & when the player is goes to sit in the seat it gives out the following output

            "Infinite yield possible on 'Workspace.Car4.DriveSeat:WaitForChild("Humanoid")"

            ...

            ANSWER

            Answered 2021-May-10 at 13:29

            You refer to the Roblox manual and find:

            Instance:WaitForChild(childName, timeOUt)

            Returns the child of the Instance with the given name. If the child does not exist, it will yield the current thread until it does. If the timeOut parameter is specified, this function will return nil and time out after timeOut seconds elapsing without the child being found.

            If a call to this function exceeds 5 seconds without returning, and no timeOut parameter has been specified, a warning will be printed to the output that the thread may yield indefinitely; this warning takes the form Infinite yield possible on 'X:WaitForChild("Y")', where X is the parent name and Y is the child object name.

            So to avoid this warning provide a value for timeOut or make sure the child is found in less than 5 seconds.

            Source https://stackoverflow.com/questions/67471149

            QUESTION

            Pathfinder is making my NPC follow my oldest position only
            Asked 2021-May-05 at 15:02

            I am trying to make a maze/horror game. I used an online template in the Roblox library as my enemy. I used pathfinder as you will see in the code below. It's finding me like it's supposed to, except it only goes for my LAST position. As you can see in the image below, it completely skipped me, went to my LAST position, then started chasing me. I don't know why it only goes for my last position, and not my current position.

            ...

            ANSWER

            Answered 2021-May-05 at 15:02

            Your NPC's pathfinding updates when you call path:ComputeAsync(rootPart.Position, characterPos). The reason it is not updating more frequently is that you are blocking the start of the next loop with the last line : humanoid.MoveToFinished:Wait()

            Your code is telling the NPC that it must walk to every single point between every single player, which could take minutes at a time, before ever calculating the path again.

            The way to fix this is to make it so that the path can be recalculated quickly and asynchronously. To do this, try something like this :

            Source https://stackoverflow.com/questions/67350103

            QUESTION

            ROBLOX Studio: How do I make this NPC follow the nearest player which is always different and not sometimes run into the wall?
            Asked 2021-May-05 at 00:34

            ROBLOX Studio: How do I make this NPC follow the nearest player which is always different and not sometimes run into the wall? It looks like your post is mostly code; please add some more details.

            ...

            ANSWER

            Answered 2021-May-05 at 00:34

            First off, make sure on line 5 you have game.Workspace:GetChildren() rather than game.Workspace:children()

            Now in order to go about getting the closest player, you can create a table to store the distance of every player from your NPC: local playerDistances = {}. Now you can use a while loop around all of your NPC movement code (so that the NPC continues to follow the player). Inside the if statement where you check for temp, human, and human.Health, you can add the distance of the players HumanoidRootPart (the part that stores a player's position) from the NPC by doing table.insert(playerDistances,(.Position-.Position).magnitude)

            You can then refresh the table of distances every time the loop goes around by doing table.clear(playerDistances) right before the while loop's end. This ensures there is no unnecessary old data in the table that will mess with your NPC.

            You can then access the closest player by doing playerDistances[1]

            Now in order to not have the NPC run into a wall, I would recommend using Roblox Lua's PathfindingService. You can use :CreatePath(), :GetWaypoints(), :MoveTo(), and :MoveToFinished:Wait() to continuously make sure the NPC calculates an open path and can reach the player. Here are some links to the Developer Wiki page on PathfindingService:

            https://developer.roblox.com/en-us/api-reference/class/PathfindingService
            ^^ All the functions, properties, etc.

            https://developer.roblox.com/en-us/articles/Pathfinding
            ^^ How to use PathfindingService

            Source https://stackoverflow.com/questions/67388399

            QUESTION

            My rig is always constantly lagging even though I tried almost every solution
            Asked 2021-May-01 at 04:08

            TL;DR at the bottom

            Good evening/afternoon/morning, I am trying to create a simple maze-horror game, and right now I'm trying to code my enemy. I used this rig to try to make my own custom enemy, https://www.roblox.com/library/5025299499/R15-Character-Template

            I am using pathfinder to make my NPC chase the enemy which is working perfectly, except for the fact that it's constantly glitching/lagging. I tried every way possible, from refusing to use "humanoid.MoveToFinished", and using the code below instead. I also tried making the HumaoidRootPart be set to, "SetNetworkOwner(nil)". The only thing I haven't tried is to set ALL my parts in the rig too, "SetNerworkOwner(nil)", but I have NO idea on how to do that. I tried looping through all the parts, but I dont even know how to set each part that I looped through to, "SetNetworkOwner(nil). I also made and added custom parts into each body part of the rig, as you can see from the picture below. Please help me out, I really appreciate it.

            TL;DR: I created an enemy using a template, I successfully used pathfinder, but it's just always lagging, even with all my efforts to stop the lag.

            ...

            ANSWER

            Answered 2021-May-01 at 04:08

            Try deleting the repeat until loop as the distance variable doesn't seem to be used in the code.

            Here would be the code structure:
            Variable defining
            Begin while loop
            Player for loop
            if statement to check player distance < optional. If you do this, you need a variable for max distance for the NPC to follow a player. This variable should be made in the 'Variable defining' section
            :CreatePath() and :ComputeAsync()
            end for loop
            :GetWaypoints()
            start new for loop to loop through waypoints
            :MoveTo(.Position)
            :MoveToFinished:Wait(0.1) < Highly recommended. This gives the script enough time to create and compute another path
            end for loop
            end if statement
            end while loop

            Please let me know if you have any questions

            Source https://stackoverflow.com/questions/67342588

            QUESTION

            How do I make a script affect all its children in Roblox LUA?
            Asked 2021-Apr-09 at 18:57

            I'm new to programming in LUA, although I've learned similar languages like JS. It's frustrating if I have to alter the same script in many parts in a group by replacing each script, and I don't know of an elegant way to do it. Instead, I decided to nest all the parts inside of the script. I've seen some examples and I've tried to adapt some of them, but they don't exactly apply to what I want to do and I can't get them to work.

            In essence, what I'm trying to do is monitor all the bricks for a player to contact them. I took the original disappearing brick script that was nested inside each brick and modified it. If a part (brick) is touched, that should call the onTouch function, which will make the brick's transparency decrease over time until the in pairs loop is done, after which the brick disappears and CanCollide is turned off. After 2 seconds, it then returns back to normal. I think the problem is with the coding I used to monitor the parts as I don't really understand the right way to monitor multiple objects. Can someone please help? Thanks!

            File structure:

            ...

            ANSWER

            Answered 2021-Apr-09 at 18:57

            For the most part, you've gotten it right, but you've got a few syntax errors where there are different conventions between JavaScript and Lua.

            In JS, you would fetch an array of objects and then bee able to filter it immediately, but in Lua, there is limited support for that. So a line like :

            Source https://stackoverflow.com/questions/67022609

            QUESTION

            Teleport to Spawn script
            Asked 2021-Apr-09 at 13:13

            Does anyone know what is wrong, the script is supposed to be if you have 750 times more time than your time multi then the teleport button becomes visible and that part works but then it stops working when it gets to where you click and no errors come up in the dev console. What I think is happening is that the event doesnt fire after that line because I tried print right after and nothing printed, so i think the event isnt firing somehow. When you click on the button the text should change to 3 then 2 then 1 then back to how it was and you get teleported to spawn and if you move your character then it resets so the text would be back to normal and it wouldn't teleport you and you would have to click it again and stay still the whole time for it to teleport you. Also the pog thing was a boolvalue I added into the player and its default value is false and the value is there when you go in.

            Code is in a local script in the text button which is in a screengui that is in startergui:

            ...

            ANSWER

            Answered 2021-Apr-09 at 13:13
            Problem

            You have the connection to the button under the while loop. The script waits for the while loop to end before assigning the button click button but the loop never ends so there is no connection.

            Solution

            Just put the .MouseButton1Click and the variable pog event before the while loop. (just move everything in and under line 12 before the while loop).

            If you have any questions make feel free to ask. If this solved your issue please make sure to mark this as the answer so other people benefit from it.

            Code

            Source https://stackoverflow.com/questions/66994763

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install Humanoid

            You can install using 'npm i humanoid-js' or download it from GitHub, npm.

            Support

            All anti-bot challenges are likely to change in the future. If this is the case, please open an issue explaining the problem - try to include the target page if possible. I'll do my best to keep the code up to date with new challenges. Any and all contributions are welcome - and are highly appreciated.
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