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Team Cape

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Everything posted by Team Cape

  1. I think I need chemo after this. Please stop systematically administering cancer to this forum. Thanks.
  2. public TP(String name){ this.willowtree = Objects.requireNonNull(willowtree); } remove this private static enum State { Varrock, Gnome, Lumby, Falador, Taverly, Done; public String toString() { String s = name().toLowerCase().replaceAll("_", " "); return s.substring(0, 1).toUpperCase().concat(s.substring(1, s.length())); } } remove the static modifier. enums are static by nature int check = new Integer(0); just do int check = 0, and put it inside of the getState() loop. not outside. Entity willow = closestObjectForName(WILLOW_TREE); put that in onLoop(). also this is just gonna return a null. i still dont get why you're using this objects.closest("Tree stump").interact("Dig"); objects.closest("Dead tree").interact("Dig"); getCamera().toEntity(spirit); objects.closest("Spirit tree").interact("Travel"); all of those need null checks private Entity closestObjectForName(String WILLOW_TREE) { // TODO Auto-generated method stub return willow;//FIX THIS FUCKING NULL } just implement this private boolean open(Tab magic) { // TODO Auto-generated method stub return true; } what is this? just use the api method private void castSpell(MagicSpell spell) { // TODO Auto-generated method stub NormalSpells vartele = Spells.NormalSpells.VARROCK_TELEPORT; } api method... public final boolean toEntity(Entity willow) { return false; } ????????????????????????????? it's ironic that you have lengthy explanations for what's right in your script, but no explanation for methods that do nothing (???) These are all of the generic issues - i havent looked at the script logic at all yet you might want to try an easier script as your first... i did a simple nature chest script that was incredibly difficult for me at the time, for example, last august, and recently, i've been able to do scripts like wintertodt, multiple progressive levelers, agility pyramid, etc that all work fantastically. take yourself 1 step at a time m8. you're trying to fly an airplane before you've even gotten your learner's permit
  3. lol - not sure what the exact error is there, but i've already been working on a complete makeover for the script, considering a number of bugs that have come out and the general messiness of the code. i'll probably have it submitted by like nov 8, then alek will review it and it'll be out soon after that this might even go beyond my script though i literally have no idea what this is lol
  4. Entity x = getClosestObjectForName("Tree"); if(x != null) { //do stuff } That will always return a null, though, you're aware of that, right? you need to implement the code. Also why would you put your states in onPaint() if it doesn't ever use the variable?
  5. He tried redeleting his OSBot folder and redownloading the client completely - for some reason, the webwalker wasn't downloaded onto his previous client, but it had the specific install message after he deleted the folder and redownloaded. It's currently working
  6. you call getState() before onStart() - all fields, regardless of where they are in code, are initialized first. getState() has a reference to Script, meaning that it won't function. Also, @@Alek is right - you should look over this code a few more times before trying to run it, or else you're probably going to crash your client a few times
  7. can you copy and paste your new code?
  8. The webwalker is working for me, but I've made a private script for somebody, and in the exact situations that it works for me, the webwalker doesn't work for him. Any suggestions?
  9. Player player = myPlayer(); Inventory inven = getInventory(); you can't make references to script before onStart() and this implicitly use a reference to Script using the 'this' pointer. These lines are the problem. Overrides are only annotations and only make a difference for the programmer - not the compiler.
  10. think you missed my administrator rank?
  11. stop spamming post count no one cares
  12. if u dont take that back im gonna ban u
  13. 1 looks better, also looks more professional
  14. 230mish because 83 def brings down value, wouldnt be sold for that unless you were insanely trusted though
  15. you are not forgiven. sit in your shame corner
  16. maybe 75-90m from a trusted player
  17. should be while(notDead())
  18. wait wtf how did you get a firecape with 10hp??
  19. jesus christ what a beast what cb lvl is it? probably around 700mish at the min
  20. my guess is that when you die, there's a task that gets cut off but lacks a break condition. i've had that happen to me a few times with path walking. the effect of that is that it keeps trying to run the same code and never stops, effectively meaning the script wont utilize anything else. just a shot in the dark, but a possibility nevertheless edit: if i were you, i would test this with logger messages and make the code something like: if (deadArea.contains(player)) { log("confirmed got to this point"); getInventory().interactWithNameThatContains("Castle Wars", "Ring of dueling"); . . . } to make sure that its actually trying to execute that code
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