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Showing content with the highest reputation on 02/14/14 in Posts
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v1.7.80: Mandatory update due to changes in RS. v1.7.81: Fixed issues with closestAttackableNPC() that was causing the bot to click on recently killed NPCs (thanks @Swizzbeat and ).3 points
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So I guess I can post this here because Idk Anyway; I've been in music for a while, and this is a vocal cover I did, with some Older gear and software as a one last hoorah with it. (it uses a newer EQ though) All vocals are by me, the music itself is from the album. The song is "Broken Fame" by Fit For a King, Vocals covered by me. (All of them) Warning: This is a heavier song. and I know most of you are not into my style of music so I figured I'd warn you before hand. anyway, tell me what you think. Thanks. https://soundcloud.com/timedead/fit-for-a-king-broken-fame/s-Zvg2L -Dustin3 points
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Release 2.0.9 which features a fix for the connection class. Also I believe theres a memory leak where if you open one tab and you close it, the client stays running in the background. I would advise against closing tabs on OSBot 2 until this issue is fixed!3 points
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Cool, hopefully the community will help get this thing into tip top shape!2 points
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Dear community, We have a new pathing algorithm that is ready for OSBot 2. One of the most common bot detection techniques that we know of by reading papers about bot detection within games like World of Warcraft is tile hotspot detection. In summary tile hotspot detection is the act of storing tile clicks and from those clicks find out that bots usually tend to click the same tiles when traversing from A to B. The tiles are different every time you walk the path from A to B, but the path remains the same which means the tiles of the path become hotspots. Scripts with little differentiation most likely end up with walking from A to B by using for example area's, which slightly spread the tile clicks because the paths are slightly different, but they end up around a certain threshold regardless. This is very easy to monitor by a program, simply storing tile clicks on the servers of Jagex and process them to see if there is a recurring pattern in tile clicks. It doesn't take much computational power and is quite exact when it comes to identifying bots. Humans on the other hand tend to randomize their clicks far better, not because they do it on purpose, but we're human and can't click with bot precision and don't always judge correctly what is the shortest path from A to B. We know this way of detection is/was used in World of Warcraft. I haven't done any research into what World of Warcraft bots have done to mimic humanlike pathing, I haven't been able to find this information, most likely because of the fact they like to keep their magic tricks secret. This new pathing algorithm tackles this way of detection. Chances you will walk the exact same path from A to B are very small and this isn't just done by taking the path from A to B and differentiate around the tiles in the path. This would essentially still give easily detectable hotspots, with the only difference that instead of one path they are evenly distributed around the path. It constructs a giant shape which can be traversed and will make sure that it won't exceed a certain threshold of length compared to the shortest path, making sure it doesn't become utterly stupid or inefficient. Sincerely, OSBot.org1 point
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I gave him a warning and this was his second and he can't post for 3 days. gf.1 point
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Froze after opening third tab, with 2 bots already running,. Just reporting errors.1 point
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No. It'll be abused. Perhaps in certain sections, but anywhere market related is a big no-no.1 point
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I vote yes. But only if it doesnt show on profile like your likes does i wouldnt like having 100000000000 dislikes from trolls :P1 point
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OSBot 2 is actually fairly stable with actual OSBot 2 scripts. The problem is that the emulator for OSBot 1 scripts is still very experimental.1 point
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Here's your logic. private State getState() { if (!isBusy()) { if (!Inventory.containsAll(item1, item2) && !Bank.isOpen()) { return State.OPENBANK; } else if (Bank.isOpen() && !Inventory.containsAll(item1, item2)) { return State.BANK; } else if (Bank.isOpen() && Inventory.containsAll(item1, item2)) { return State.CLOSEBANK; } else if (Inventory.containsAll(item1, item2) && !Bank.isOpen()) { return State.FLETCH; } } return State.ANTIBAN; }1 point
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V1.1 Released! Hello, For all my scripts I require a walking class so I made this class that DOESN'T glitch/pause on breaks. Example (V1.1): This class/package is able to: Manage the run energy Open doors (ONLY closed ones) Clicks next Position when it is in range for smooth walking Path randomization which can be turned of for each position DOESN'T glitch/stop Easy to use! Has a debug paint Requirements/How to implement: Import the jar first (You can also open the JAR with 7Zip and go to the walker folder for the source) States makes this alot easier. First you need to make a new PathTile, a PathTile is a class that extends Position so you can use it as a Position aswell. By not specifying the randomize boolean it will be true (so randomized) PathTile tile = new PathTile(Entity ent); PathTile tile = new PathTile(Entity ent, boolean randomize); PathTile tile = new PathTile(int x, int y, int z); PathTile tile = new PathTile(int x, int y, int z, int randomize); Then you make a PathTile array PathTile[] pathTiles = new PathTile[] { new PathTile(3186, 3429, 0), new PathTile(3191, 3429, 0), new PathTile(3196, 3429, 0), new PathTile(3196, 3424, 0), new PathTile(3197, 3419, 0, false) }; // By not specifying the randomize boolean it will be true (so randomized) After that you can make a new Path Path path = new Path(Script s, PathTile[] pathtiles, int maxRandom); // For example Path path = new Path(this, pathTiles, 2); // This will make a new Path with the Path Tiles we made before and the randomization value is 2. (So the x can vary between -2 and 2) Then we need to make our walker class Walker walker = new Walker(Script s, int doorDistance); // For example Walker walker = new Walker(this, 2); So how do we combine these things? Because it doesn't glitch on breaks you should use states. if (State.START_WALK) { path.start(); } if (State.IS_WALKING) { walker.walkPath(path); } // For the IS_WALKING state you can use path.isWalking(); // For the START_WALK state you could use an area for example. If you want to draw the debug paint then put this in your onPaint: //Make walker and your path public/private/protected public void onPaint(Graphics g) { this.walker.drawDebug(g, this.path); } If you want to draw the path on screen then put this in your onPaint: public void onPaint(Graphics g) { this.walker.drawPath(g, this.path, Color.CYAN, Color.RED); } If you don't understand it watch this very basic implementation video: --Updating Changelog; ---------------V1.2--------------- Added Walker.recover(); It will try to find the closest PathTile of the last path and start walking from there. Useful to put in your Idle state (where nothing happens so your bot is stuck) ---------------V1.1--------------- Added drawPath(Graphics g, Path p, Color c1, Color c2) - Credits to jelknab Added doorDistance to the Walker constructor: Walker w = new Walker(Script s, int doorDistance) : if doorDistance is 0 then it won't detect doors! Changed the randomization, the path will be randomized when you use Path.start() and not when getting new points. Source is now in the Walker folder. ---------------V1.0--------------- Release Download V1.2: http://uppit.com/8vp0h4o867xc/AIOWalker.jar Source (Pastebin) V1.2: Path.java: http://pastebin.com/hcUjnafE PathTile.java: http://pastebin.com/4FB7nqYk Walker.java: http://pastebin.com/37tjiZ4g Download V1.1: http://uppit.com/vwqn9srba1k1/AIOWalker.jar Source (Pastebin) V1.1: Path.java: http://pastebin.com/hcUjnafE PathTile.java: http://pastebin.com/4FB7nqYk Walker.java: http://pastebin.com/60M51rcu Download V1.0: http://uppit.com/tlub9ozv2t3o/AIOWalker.jar Source (Pastebin) V1.0: Path.java: http://pastebin.com/y7GdDZLG PathTile.java: http://pastebin.com/VBK0cTnR Walker.java: http://pastebin.com/FV013cG91 point