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Token

Script Officer
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Everything posted by Token

  1. Handle them in your script code if you really want to
  2. Token

    Stealth Quester

    Ofc it doesn't bother me, I'm trying to find as many bugs as possible to fix them
  3. Token

    Stealth Quester

    It doesn't kill wolves, I guess it ran out of arrows... I'll be working on ogre quests again in a bit
  4. Token

    Stealth Quester

    Yes you add a gear preset in order to use any gear/spells, or use the quick start buttons which have predefined gear presets
  5. Token

    Stealth Quester

    The slice thing should be fixed on next SDN update, but if you encounter any issue just send me a message with the bug report template
  6. Token

    Stealth Quester

    Stamina potions would create too many inventory conflicts, food is possible in the future There is a warning against multiple tabs in the instructions I'm working on it Yes What's not working? Well let me know if you encounter an issue so I can fix it Authed
  7. I always had good grades because I didn't care about grades at all. It's like women - you have to treat them bad to get them
  8. Token

    Stealth Quester

    Thanks, I'll look into it Edit: did you use mirror mode?
  9. Token

    Stealth Quester

    Authed 24 hours, the bot buys all items required PS: the client is working again
  10. Token

    Stealth Quester

    Yes yesterday's update broke the client, it's missing some hooks, and I believe they haven't fixed it yet Well I can auth you, but the client is not working right now so there is not much to test. Would you like to try later instead? The client is broken, nothing walking related will work until the developers fix it
  11. Token

    Stealth Quester

    I guess they should finish fixing it in a few hours, there's no other way to know other than running a script that requires webwalking
  12. Token

    Stealth Quester

    The script is working, however the client is not working right now (anything webwalking related). It was broken with the update 8 hours ago but the developers are working on it. Scripts on OSBot don't have a trial version but you can ask the scripter to give you a temporary auth if you want to test them.
  13. Token

    Stealth Quester

    The client is not functional right now because of the update 2 hours ago, webwalking will not work until it gets fixed
  14. Token

    Stealth Quester

    Does it not complete the dialogue?
  15. Token

    Stealth Quester

    It doesn't get any stats, it's just a questing script
  16. Token

    Stealth Quester

    Authed At which parts of what quest
  17. Just post your whole source code, I doubt there is anything wrong with the code above
  18. Then canReach may not be good enough either, just insert a max distance of 8 or so to your tree as condition
  19. Yes it is a problem in the CHOP case as I stated. Invoking interact() on an Entity will create a default InteractionEvent instance which will walk to that Entity if it's too far. InteractionEvent will create a WalkingEvent instance and set it as its child. This WalkingEvent instance will create a LocalPathFinder instance that will generate a path to the closest position from which the target of the InteractionEvent can be accessed. The problem in here is that LocalPathFinder will only generate paths to tiles that are on map, which results in this weird behavior depending on how the current region loaded. Those entities that are not on minimap cannot be walked to, but they are not null so your bot will be stuck there trying to find a path to it. case CHOP: Entity treeToChop = objects.closest(tree); GroundItem birdNest = groundItems.closest("Bird nest"); treeToChop.interact("Chop down"); StatusUpdate = "Chopping " + tree + " logs"; new ConditionalSleep(10000) { public boolean condition() throws InterruptedException { return !treeToChop.exists(); } }.sleep(); if (birdNest != null && pickupBirdsNests == true) { birdNest.interact("Take"); } break; Adjusted some code in there. You already null check the tree in your getState() so the if is redundant. There are many ways to check to check if you can walk to that specific Entity, easiest would be private State getState() { Entity treeToChop = objects.closest(tree); if (inventory.isFull() && powerChop == false) return State.BANK; if(inventory.isFull() && powerChop == true) return State.POWERCHOP; if (treeToChop != null && map.canReach(treeToChop)) return State.CHOP; else return State.WALK; } You can also go with LocalPathFinder lpf = new LocalPathFinder(bot); lpf.findPath(tree); And use lpf.foundPath() As condition to verify if you can walk to your tree. tree.getPosition().isOnMiniMap(bot) Is good but not perfect, it leaves out the 1 in a million case where trees are arranged in such way that the tree is on minimap, but there is no tile on minimap from which you can access it
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