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usedcomdom

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Posts posted by usedcomdom

  1. 4 minutes ago, FrostBug said:

    It won't do that if the area is on the screen with AreaDestination; this ignores widgets and whatnot :think:

    Maybe try

    
    MouseDestination dest = new RectangleDestination(getBot(), InventoryMouseDestination.getSlot(slot));

     

    Ahh It works now with a slight tweet

    MouseDestination dest = new RectangleDestination(getBot(), getInventory().getMouseDestination(slot).getBoundingBox());
    getMouse().click(dest);

    Thank you for your help :)

  2. 15 minutes ago, FrostBug said:

    Well, I don't think you can do it with the built in API since it will close any open widget except for the bank one (which I believe is a hardcoded exception). Why do you want to do this anyway?

    It's a little ugly, but you could use this as a possible workaround:

    
    int slot = getInventory().getSlot(filter);
    MouseDestination dest = new AreaDestination(getBot(), getInventory().getMouseDestination(slot).getArea());
    getMouse().click(dest);

    The extra MouseDestination wrap is because I believe the widget check is actually located in the InventoryMouseDestination class; at least it used to be, might've been changed since.

    EDIT: If it has been changed, you can remove the AreaDestination wrap.

    I've given that a go both with and without the AreaDestination wrap, but the destination in both scenarios has IsVisible() set to false so the mouse click event ignores it, but it works when outside the Gear window

  3. I have been playing around with equipping gear in the gear UI but I am not able to use the inventory functions that are built in, the reason for this is when I call for example

    getInventory().getItem(id).interact(action);

    The script closes the UI, opens the inventory page and equips it there. How Can I equip the gear from this page without this odd interaction?

    Another reason I find this strange is that when in the bank, the inventory functions still work fine but it only seems to be in this UI.

  4. 52 minutes ago, Alek said:

    Currently does not use home teleport because afaik there's no way for the client to know if its ready. Pretty certain you click the teleport, it asks the server, then the server responds back with a yes/no, if no then it says the cooldown. So the only way to test it would be for web walker to actually click it, but it cannot do this because the path needs to be generated before traversing.

    So the only solution would be:

    Click home teleport. 
    If teleporting, cancel teleport, generate path, then click teleport again.
    If not teleporting, generate a different path.


    As you can see it would be pretty wonky. Unless of course this information is already available to the client, so if anyone else has conflicting information please correct me.

    I've checked the config's and no flags are set either. I may have to manually set when I last teleported and check the time stamp for 30 min.

  5. I was wondering why the WebWalkEvent dose not call the lumbrage home teleport when it factors in the quickest route or have I missed something?

    I have made sure to include "setAllowTeleports(true);" but it dose not use it.

    Would I need to manually make the check and teleport before calling WebWalkEvent or is there a condition within it to enable this?

     

    Thanks.

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