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Trees

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Everything posted by Trees

  1. It works, or you can check if your player has the death animation (which might be different now because of the grim reaper)
  2. Not really a problem for it going slower. Thanks for showing me how to use Filters and getItemInSlot kappa. But shouldn't it be < 27
  3. Like I said I'm literally just iterating inventory.getItems and interacting with the item. And that built in method got me banned so I made my own.
  4. Not really sure why this is happening, but after interacting with an item in the inventory, it hovers over the item again or something like that? In this example it involves dropping, but even things like ID'ing herbs causes this to happen. Any ideas how to fix? I am just looping over inventory.getItems(), and it's only iterating once...
  5. Yeah, but how does it work? Is it using A*? Because I imagine that the pathfinding is calculated client sided when you issue a movement order, which could potentially be done by hooking the callback and getting the path and then not sending it to the server.
  6. The player is null. return player != null && player.isInteracting(s.myPlayer()); For future reference try/catch usually helps a lot.
  7. No here: public void sleep(int min, int max) throws InterruptedException { sleep(MethodProvider.random(min, max), max); } There's also a problem with that switch statement because 4 and 5 (?, forget if random is inclusive or not) aren't handled.
  8. Not sure it's the issue, but in your Data class it seems like you have a recursive call to sleep, which would cause an infinite loop. Need to use the methodprovider sleep inside the sleep method.
  9. Override is needed because those methods are abstract methods in the Script class. The runnable scripts inherit Script class, without override when onStart/onLoop/etc. is called from the super class it is not able to be called in the inherited class because the abstract method wasn't overriden.
  10. Hey all, objects.closest uses linear distance to calculate the closest object, is there a way to find the closest walkable object using pathfinding? (Ex. collisionable objects makes the distance by walking longer than linear distance) Couldn't find anything in the api.
  11. As compared to what? How do I get the in game time or whatever. I want to use it to determine time between attacks, so I should just record when it updates and take the difference?
  12. Anyone know how to read/use this? Values seem to keep increasing.
  13. It's funny how it tries to mimic linq in .net but it still looks so gross.
  14. Can I just use the evalute event as sort of an update event? To do stuff while walking and return false so it doesn't stop the webwalking?
  15. How do you set a break condition? It says Condition cannot be instantiated as an object?
  16. Going to the movies is a terrible idea... the first impression is the most important and it's pretty impossible to give one when you're in the movies. Also you have to deal with meeting her there and probably buying her a ticket... it sounds cringy but lately I have been asking girls to play Pokemon Go, it works pretty well!
  17. Seems to be a nature runecrafter that uses the abyss as per the error logs.
  18. That account has such a high value that it's basically priceless (you would never get a value that would reflect the time you put into it) ... and you play way too much castle wars.
  19. I'm not exactly sure if this is the case, but from what I've noticed if you webwalk to a point directly, it will not always walk to that tile directly and will use a random one around it. So maybe if you use an area it can choose a random point from inside the area instead.
  20. In terms of randomness, it makes the distribution larger. Of course it'd be more useful if you were using a value other than 2, but still. And as far as a seed goes it's probably not needed for this anyways.
  21. While you did provide the skeleton for doing this, it's important to note that you should cache the item value or something. Firstly, it's not like the item's price will change that much over the course of the script running. Secondly and most importantly, you don't want to be bombarding their server with requests as well as stopping the thread from running until the page has loaded. Of course using asynch methods would be better for this.
  22. You don't have to worry about using a seed if you use: import java.util.concurrent.ThreadLocalRandom; ThreadLocalRandom.current().nextInt(min, max + 1); And the way you set up the modulus it does give a 50% chance. You can also try a % chance by doing something like if(random(0, 101) <= 75)) [psuedocode] for 75% (or 76% I forget if it's inclusive or not, xD) chance for example. One thing to note if you do it this way is you only want to generate the random number once. Otherwise you have a potentially different chance for each task.
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