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aniki432789

Trade With Caution
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  1. The majority (not all) of my experience has been with private scripts. I develop my own and have extremely low banrate. Haven't had a ban in quite a while, but I do mixup what my bots are doing, usually. Despite this, each account bots 12-14 hours a day. It's gone well enough I'm planning a few purely botted accounts for the hell of it. I would wager that if you think agility is instaban then you have really poor botting practices. Recently used this user's rooftop agility script and had great results. You see a lot of people calling botting agility an instaban so I was scared to try it for a while, but not anymore I also don't think it's necessary to get a private nmz script. Very easy to do and while I don't know for sure, I imagine it's low banrate. I'd imagine that your average premium script would work fine.
  2. Could I try the sandcrabs script?
  3. I'd love to have a trial for the Rooftop Agility bot.
  4. something like: absorpWidget = getWidgets().get(202, 1, 9); .... currentAbsorp = Integer.parseInt(absorpWidget.getMessage()); Take the time to learn and understand how widgets work and how to use them.
  5. Thanks for that, Alek. Unfortunately I was utilizing the random solver for getting past the welcome screen upon logging in, but I guess beggars can't be choosers eh. Whipping up something to handle that screen should be simple anyhow. Thanks again!
  6. Hello everyone, I developed my own handler for logging in and out that works perfectly for the default account, but now that I'm transitioning to more than one bot, I can't use the default account tab for more than one account and I'm running into issues where when an account on a non-default tab logs out, it automatically tries logging back in. I don't really want to fuss with changing very much in my script so I started researching on how to just disable the auto log in https://osbot.org/forum/topic/101247-disabling-auto-login/ https://osbot.org/forum/topic/64766-disable-autologin/ My research came up with both these links and in the comments are snippets of code that end up utilizing a "RandomBehaviourHook" class that doesn't exist. I'm not sure where to go from here? Thank you for your time.
  7. Go figure as soon as I post something I figure out an answer myself. Just posting the resolution in hopes of helping somebody in the future. if (getObjects().closest("Broken multicannon") != null){ // do stuff } else { // object does not exist }
  8. Hello, just trying to learn more about the api. As of now I'm working on a simple cannon script but I don't know the best way to go about fixing the cannon incase it breaks. The cannon goes from "Dwarf multicannon" to "Broken multicannon" and I don't know how to interact with the Broken multicannon optimally. I declare the working cannon as cannon = getObjects().closest("Dwarf multicannon") But this only works assuming the working cannon does actually exist. If it doesn't exist, the script crashes. So, for example, if I'm trying to check if the Broken multicannon exists, I can't use getObjects().closest("Broken multicannon") in anyway else bad stuff goes down. So, my question is, is there a safer way of checking if something exists without everything breaking if it does not? Thank you for your time.
  9. Hello, I have a break condition set up for my WalkingEvent. It works absolutely perfectly when the player is walking, but when the player is running I feel like the program does not evaluate the break condition fast enough that it would be useful to me. The path itself is rather short so it makes sense to me that the problem mostly exists only when running. The WalkingEvent always finishes before advancing instead of breaking halfway. The objective is to simulate a more human-like interaction where a player starts walking towards an NPC and then. while it is still walking towards it, it interacts with the NPC. In the current state the player's character always stops (reaches the end of the path) for a period of time before interacting with the NPC. Again, the implementation works perfectly when the player's character is walking. Because of this I suspect the break condition is not evaluating fast enough for my scenario while the character is running. Is there anyway to enable the bot to evaluate the break condition more often? Is there a different way about solving my problem? Thank you for your time.
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