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Posts posted by Trigoon
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small beat that I made, someone should lay vocals down:
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hey bro for just starting to learn its pretty good. i used to be signed n shit but got lazy and decided producing wasnt for me. heres one of my tracks https://digitaldjpool.com/Songs/88146/Jack-Stewart-Drops-Original-Mix
i recommend getting sylenth1 and massive plugins.
I would if I had money, it's hard to find good torrents of expensive plug-ins that are fully functional.
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Im not a dubstep fan, but you said: "just a little project" as if you're pro. Thats why I said what I said.
It is just that, a little project. Nothing professional.
Not bad man, I recommend some of Dodge & Fuski's tutorials on youtube. Keep making stuff, practice makes perfect.
I'm a poor man with no plugins except stock and a torrented nexus. I could maybe choke up some cash for dubstep drum packs though. I eq mine and run them through patcher to make them sound like dubstep drums since that's the free way to do it. I like their tutorials though, I subbed.
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I like it.
thank you.
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I hate to break your bubble but you've got a lot of learning to do.
No kidding, I started only months ago.
If you want to be constructive and give me feedback, by all means. But it's not helpful to be condescending.
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Just a little project that I have been working on for the past couple days:
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Mhm, well, it does typically prioritize using brews/restores over moving if health/prayer requires it. This is often a necessary priority. The interesting point here I think is how it got into melee range. Did the mage simply spawn next to the player and melee right away, or was the movement simulation faulty?
It was moving to a less dangerous simulated safe spot and then it stopped next to the 360.
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I do not personally own this script, however I would like to report a bug I saw. One of my mates told me about this script and I wanted to see it over skype screen share. While we were watching it, there was a moment where it sat next to one of the level 360 mages in melee range and almost died. It kept drinking brews instead of running away and had to be manually moved. Other than that, the script worked well and got the cape in 1 try
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If the bot continually drinks the first potion it finds that WILL be the lowest dose (assuming there's no interaction from the player or movement of inventory items). Even so it's extremely easy to just parse the dose and keep the slot with the lowest dose in memory.
assuming something is going to be or not be true is typically not a good idea when dealing with a changing environment like runescape.
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What in the hell
Why make things so needlessly complex when you can just iterate over the inventory, check if the item name contains prayer potion, and if it does drink it? Should also return a boolean based on if the interaction (if there was any) was successful or not.
his implementation drinks lower dose potions first which is a logical way to go about it while yours would drink the first potion regardless of dose. i think that most players drink potions the way his method handles it, but correct me if i am wrong since i do not play runescape.
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Nice find, someone should summarize this
i read briefly through section 5 and 6. those sections were largely about using a histogram to measure when and how often packets are sent and received. also they talked about "round trip time", where players adapt to network conditions (ping, disconnections) and bots do not. they gave the series: {(RTTi, Ni), i ≥ 1} where a bot would consistently output equal to, or greater than 0 (while players would have a negative correlation). fairly interesting.
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when the config changes, compare the two binary strings and see which bits are being changed (in many cases more than one thing is being stored in a config). then shift that number left or right depending on which bits are changing. for quests i would definitely assume what frostbug has said that, the number you get from shifting will get higher as the quest progresses (it would be logical to try and get it to a point where each step in the quest goes from 0 to X (x being completion) in order, however jagex doesn't always do it that way so you may find that the values are somewhat random). you also might need to mask the number you get in case bits are shoved in the middle of the string inbetween other configs.
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serializing objects is not meant for storage (long-term). rather it's supposed to be used to send and receive objects through and from streams (like sending something to a server) because if you save an object to a file like that it can become corrupted easily. i would agree that using java.util.Properties is not ideal for most situations, so instead you could write an xml parser which would be the best route, or you could use java.util.prefs.Preferences which is a step up from Properties
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you're the only person who doesn't slack off when putting features in your scripts, good job.
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hiphop
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