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triggamortis

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Posts 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. Don't listen to these knobs doge.png

     

    First go and find the local coordinates of the entities (eg. object#getLocalX, object#getLocalY)

    then, when you need to find the object / walk to the object, you can get its position by grabbing the base coordinates of your instance (An instance area always fills an entire region)

     

    So, the position in the instance would be:

    new Position(objectLocalX + getMap().getBaseX(), objectLocalY + getMap().getBaseY(), z);

    Omg ty for this.

  3. Sssssssound Ssssssslipery to me ; ).

    I'm sure there'd be a way,

    Like the people above me said,  a good way would be to locate something thats relative position will always be the same.

    This can even the be the point you enter the instance, if its always the same tile you start off in.

    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?

  4. Well that is the general idea of how it works, you grab current position (or any position that never changes, e.g. a fireplace or any object position), and then generate a path using that relative position,

     

    e.g. in pest control, the north east portal is ALWAYS going to be for example position(+100, +50, 0) of the boat coordinate, so it just adds onto it like you said.

     

    If that doesn't work, make sure you calculate the current position correctly, so perhaps grab the position of the npc that shouts (at the beginning of the game?) or something that is in the game, that ISNT in the normal pest control bank area.

     

    This would've been a longer post if you provided some code or some more detail as to why it didn't work wink.png

     

    EDIT: If you need more help, contact either @Valkyr or @Khaleesi as they both have pest control scripts and they may be willing to give you some advice.

    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 wink.png ). But i was just hoping there would be something easier to calculate in dynamic regions.

     

    I'll try contacting them.

  5. 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?

  6. Are you using a setting to determine which barrows brother is the tunnel?

    No. Although there is something with configs i think u can do.

     

    Working on GUI

     

    FrfQ4ft.png

  7. 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:


    FrfQ4ft.png


     


     


    8UOCJWH.png


     


    Video:


     


    Coming soon


     


    ChangeLog:



    - Working on the GUI

    • Like 1
  8. 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.

     

    iM4pSse.png

     

    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.

  9. 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.

  10. The strange plant isn't even being recognized in the 1.7.24. I don't how you solve the random but I have an alternation which is sadly by id

    Anim id 348 and when it reaches height about 172 it should be clickable to pick the fruit. Guessing you have to implement also to check if entity is interacting with the player as well. When plant is picked successfully, the anim id changes to 350. 

     

    Frog random does work but camera does not rotate towards the NPC. I have to manually rotate the camera so its visible on the screen and then it recognizes the queen.

  11. "fish out of water" suprise exam pick 3 items relating to it(doubt these configs are any use rlly)

     



    config: 1037 values: 2, 3, 403
     
    Model of green square on door: 27076
     
    red cross on door:27078
     
    blue prayer/starish icon on door: 27082
     
    purple/pink circle on door: 27083
     
    interface containing the door to use
     
    interface: 242 child: 2


     

    Strange plant has an anim id(348) and 350 anim id when picked. Dont know how you solve the strange plants though.

     

  12.  

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

    yes.

     

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

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