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dot_b0T

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  1. Hello! I have a script that relies on some looting. Got a problem though when it encounters large item piles resulting in items in the right-click list not showing up on the screen cause there are too many items in the pile. I was thinking I would solve this by making the script ignore the specific item if its not showing in the list instead of repeatedly trying to pick it up. Lets say its a Salmon in the bottom of the pile and the script is set to loot salmons, is it possible to ignore a specific salmon that is in the bottom and isnt showing within the screen region or will it result in ignoring all salmons? not quite sure how to solve this. here is an example pic of a big loot pile that dont display all items if you wonder what i meant. any suggestions how to solve it?
  2. Mate, just edit the previous post instead of spamming his topic and don't rush the responses if you have a hard time with grammar, take your time and make yourself understood instead. (You don't have to respond to this you already posted enough in here lol)
  3. Thank you man :), should probably have poked around my self a bit more. but much thanks for the spoonfeed
  4. yes I figured it would be simple solution to have a check for it but just thought it silly to be needed but maybe I'm just spoiled. haha Well since I nowhere in the script call for the client to use a vial it's obviously not something I'm directly causing. however now i know how i can prevent it with a simple check just thought I'd share it, maybe someone else had problems with deaths without knowing from what.
  5. Been having some issues with one of my combat scripts, it died seemingly random. buy i finally managed to be at the PC when the script was messing up. What happened was that when the client tried shift dropping a vial, it instead normally clicked on it so basically it clicked "use" on it. and then went on to proceed with the script. it's just that it wont be able to interact with anything since all the interact options is now replaced with use vial > on. And for some reason the osbot wont notice this which results in the bot doing nothing since it cant use any interactions in either the game window or in the inventory. which means even though i have super strict priorities in the script to always eat and teleport away above anything else, it cant execute it cause it cant interact with anything cause the vial is highlighted for use and replace all the items other interactions. So i was thinking, I'll just add a check for it; if something is highlighted. but how do i do that? And also is this a osbot bug i should report, cause im 99% sure the logic in my script isn't causing this. I'm sure this isn't a big problem if your script involves walking around alot since it would simply normal click in the game window and the "use" would go away. but my script is in a super crowded area and walks between 2 tiles that has mobs on them which means it pretty much allways relies on right click>walk here which it cant do when the item is highlighted. to sum it shortly: highlighted(use) item is fucking my script.
  6. dot_b0T

    osMiner

    wish it wouldn't drop unidentified minerals. possible to make it drop all except that?
  7. yep worked fine using walkingEvent I found out about that method while I was looking around, from what I understand it works best when there are no items and npcs covering the tile? since your just sending a mouse click with that. not sure though
  8. it is moving diagonally around a corner, which means it travels past another square so it has time to start running in-game, and since this action is repeated a lot i wanted to manage the run energy somewhat so that's why I have that added in there! Also i prefer to have full control over the camera. for this script it wouldn't make a lot of sense to have the camera move much. so I just handled the few camera actions I needed manually.
  9. hmm for some reason it wont walk at all anymore after a few changes. it prints the 1,2,3 in log so idk whats up now. huh NVM: got it working as it's supposed now. just a typo
  10. never said I did? Just pointed out that I never had to use walkingEvent in the past and gotten away with using very simple webwalking in my previous scripts! not sure if I'm doing it the optimal way though but at least it works now! WalkingEvent tile1 = new WalkingEvent(TILE_ONE); tile1.setOperateCamera(false); tile1.setEnergyThreshold(20); tile1.setMinDistanceThreshold(0); getBot().getEventExecutor().execute(tile1);
  11. Ahh ok, have managed to get away with only using the most basic webwalking in the past. Tried this and it worked wonders. Thanks a lot man for quick reply!
  12. Hello guys, currently working on a script that is taking place inside of the mm II tunnels. The problem I'm having is that I simply can't make the damn char walk back n forth between 2 tiles that are next to each other. I've tested the script on other places(just swapped x,y coordinates) and it works just fine. I've tried making my own paths and aswell tried using both Positions as well as Areas. and I've also tried walk(..), webWalk(..), walkPath(..). It's just inside these tunnels that I cant make it work. How can I solve this?
  13. Thank you so much guys for the spot on replies, exactly what i was looking for. This will keep me occupied for a while gonna play and fool around with this now for a bit.
  14. Hey guys, got this little idea for an "assistive" script. Basically the only thing i want it to do is to press the proper number key for a certain answer in a dialogue window when the dialogue is active. so basically I'm going self-play but with a script quick skipping a certain dialogue now and then. I'm still very fresh to osbot and java scripting, so far I've only made a shop-buyer that quick hops between worlds, very basic stuff. The info and help I'm looking for is maybe an example/snippet that shows how to send keystrokes with osbot when a certain dialogue is open. Hopefully this is not too much to ask for, if I manage to make something cool out of it I'll just share it here and give back to the forum for helping! something like dialogues.selectOption but that instead of clicks with the mouse use the corresponding hotkey for the answer.
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