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triggamortis

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Everything posted by triggamortis

  1. I'm having issues where the client in game begins to drop frames(probably around to 10 fps) when it searches for the npc to attack. Because of this, my script begins to slow down and the npc its fighting requires speed and timing. Does anyone know why this is happening or is this been like this for a while? BTW it stops droping frames when its fighting. Also want to note that there tons of constant graphics going on which probably makes it drop too. Also I highly doubt its my computer because i have an amd r9 270x which should be good enough to handle it. NPC monster = npcs.closest("NPC NAME HERE"); if(!myPlayer().isMoving() && monster != null && !myPlayer().isInteracting(monster)) monster.interact("Attack");
  2. Ye... for some reason the walk method doesn't walk to the tile it needs to go to. I have no problem at the start but after that, the safe spot it needs to walk to, it doesnt recognize the tile or the walk method thinks its not a walkable tile so it completely ignores it so i guess the walk method does not correct itself. Is the reason above why its not walking to the tile it needs to go to?
  3. Does the method "walk" in the localwalker recalculate a position that isn't walkable? Also isnt the method never precise on the position for obvious reasons(banning). If it doesn't recalculate, then thats what might be my problem be. What sucks for me the area is a small U shape with water around so it might be clicking the water IDK( hint what im working on ). But i was just hoping there would be something easier to calculate in dynamic regions. I'll try contacting them.
  4. Im working on a script that deals with dynamic regions and in the script it needs to go to a certain coordinate or not precise but close to exact; and remember I'm dealing with dynamic regions meaning the coordinates change every time i re-enter this region. Does anyone got an algorithm of solving this? I was thinking of calculating my current position and just subtract and add from that. It didn't seem to work at all though by doing that. Wouldn't this be a similar problem with pest control because it uses dynamic regions? How did they solve this issue or what did they do?
  5. u should read the documentation of it. hope this helps. You should probably explains "specifically" what you are trying to do' but based on what u wrote(clarify if im wrong), it seems you just wanna check if there is an entity on a tile? If so, then do a loop of npcs in your region and check the tile of the npc. http://osbot.org/api/org/osbot/rs07/api/map/PositionPolygon.html
  6. http://osbot.org/api/org/osbot/rs07/api/EntityAPI.html#closest(boolean, java.util.Collection) all the methods and the above person to create an instance of it.
  7. Has anything been changed in towards of being less detected(excluding the antiban feature)? Other words, Did the coding/programming change to become less of a detection(i.e mouse movement or the way code is executed)?
  8. No. Although there is something with configs i think u can do. Working on GUI
  9. You are long ways ahead to even bother to start programming/ developing scripts. If you can't do brackets then you need to understand how basic programming works.
  10. Sol's Barrows minigame Progression: 80% Current Features: - Banks items/supplies - Two different paths you can use(trapdoor/spooky gate) - Does all the crypts properly with no issues with proper prayer protection - Find the correct doors to open to reach the chest room -Solves all the puzzles - Multiple styles of killing the brothers To do List: - Find its way back to the ladder if it can do another trip - GUI - Implement global variables for items(food to use, equipment, choice of path, etc) - Implement multiple ways of getting to Canifis such as house teleport, varrock etc - Saving where you left off Progress pictures: Video: Coming soon ChangeLog: - Working on the GUI
  11. Whats the point of making this script now? Web walking is coming out soon so just wait until osbot 2 comes out.
  12. I really liked the current API. It was simplistic and efficient. A suggestion for the OSbot 2 since I don't see it is adding an integrated store on the client for users to use instead of having to go on the forums.
  13. I was afk for a bit and I noticed that the random solver for the forester random was stuck in an infinite loop after giving the forester the pheasant. I ran into this bug a while ago but at the molly random after it went through the door at the start it thought it finished the random and attempted to exit the door without picking the evil twin. It did not even bother to use the crane. This only happened once. Certain Maze random got the bot stuck and kept attempting to open a certain door even though u can't go through tat way. It was just one of the certain maze ones. Rest of them work perfectly.
  14. triggamortis

    iAbyss

    You won't be able to do it fully functional without laz or maxi fixing the hooks on the rift. Unless they already fixed that I'm unaware of. Only option is by mouse point.
  15. Oh nice I didn't know how to check for essence count in pouches config. Thanks for this.
  16. triggamortis

    BETA v1.7.28

    any work being done towards what i requested about 3 versions ago..? The fix on certain objects not being hooked still.
  17. triggamortis

    BETA v1.7.24

    yes. Ty for this. I'll be contributing to this community really soon.
  18. triggamortis

    BETA v1.7.24

    Hopefully the update for fix on objects not showing up as an entity/RS2Object next..?
  19. triggamortis

    BETA v1.7.23

    Whens the update for objects not showing up as entity -.- Cough abyss rifts, mounted glory
  20. triggamortis

    BETA v1.7.22

    I posted more configs on the drill demon if you need them. Is the pinball one just like the drill demon? Also any news on towards fixing certain objects not showing up as an entity? The molly random did work for me in the 1.7.21 patch. http://osbot.org/forum/topic/8304-pinball-drill-demon-configs/
  21. triggamortis

    BETA v1.7.21

    Pin ball random config id and values(idk how the values work but i hope it helps):
  22. triggamortis

    BETA v1.7.21

    Objects inside the abyss aren't hooked still in this update. Entity debugger is on. Also noticed objects inside a house such as mounted glory aren't still detected. Nature rift ID is 14400 and glory is 13523 if that helps at all.
  23. When you say a fix for the null object names and their info, does this update include object that don't even show up as an object/entity at all or just objects that don't have any names but show up as an object?
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