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Joseph

Trade With Caution
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Everything posted by Joseph

  1. dont use while loops please if (myPlayer().isAnimating()) { if (dialogues.clickContinue()) { sleep(random(600, 1000)); break; } } interact(string) is an instance of interactionEvent. depending on what the action is. It will right click if it needs to. So your request is already there
  2. dude add the ability to tan cow hide but not to craft it
  3. but there's already a method that tells us if the player has been banned or if there's an updateand more. Not exactly sure what method it is. It's a method within either the bot or client class it returns an int and depending on the int is what is happening
  4. Can I ask what you are trying to do here?
  5. oh nice im on the first page of pose count above botre woot woot
  6. it so hard code because of after interacting with the chest. Most likely you should be checking into interfaces. If not check out mouse Destination class Also im not sure why it keeps looping try debugging it
  7. it will ignore the ready enitty and look for whatever fits the best filter.
  8. Add in: Who the creative person in OSB? me
  9. ya using settings#setRunning(boolean run);
  10. you can use this for a position or this for a path public boolean walk(Position[] path, int energyThreshold) { WalkingEvent event = new WalkingEvent(path); //can add .setOperateCamera(boolean) event.setEnergyThreshold(energyThreshold); return execute(event).hasFinished(); }
  11. i guess know let us know how it works.
  12. Joseph

    Entities

    i know thats what ive been saying
  13. check at the dialogues class they have great methods. http://prntscr.com/69ihtk
  14. Joseph

    Entities

    you see all that code you have to type up. I got tried of doing that. When now we can simply do getObjects().closest(new PositionFilter(position)); edit: i know its easy to create a simple method like that. I simply request for the filter because we have many different filters available. It wasnt there when i look at it. It will be handy to others especially the nubs (like me ) and i mean there is a PolygonArea filter (which the PolygonArea class was just recently released) and not a position filter. Which btw in OSB1 there use to be like a method to get an entity using a position.
  15. Joseph

    Entities

    i know i love it, but just know we never had the position filter until now http://osbot.org/forum/topic/65624-suggesting-another-filter/
  16. Joseph

    Entities

    make us. I requested alek for a position filter class so check that out op.
  17. it was pretty late when I replied and I had it mixed up lol.
  18. what swiz said. How you going to use an instances when is final.
  19. Ok let me help you out there buddy. Like they said thats a bit hard core. I'm not really sure what you trying to do here. To get the rec of the item use abstract mouse destination class. For bank use BankSlotDestination and for inventory use inventoryslotdestination. Osb already did all the hard coding for us. To get slot of item in bank or inventory use the itemcontainer abstract class Use the menu class, it has great methods like select action.
  20. Joseph

    First

    wooot good shit divinity, cant wait for you to server us up, and hopefully better than alek did
  21. my date is pretty unique
  22. my join date over anybody else join date unless we are matching
  23. im not a nood only because my join date is 4-20
  24. if you are confused feel free to ask question i was writing down notes while watching an A* algor Open list = checking nodes close list = checked nodes (checked node, current node) get current node add all adjacent to open list H, G , F: <---- COST (F = G + H) [MOVING COST (rethink this) diagnal = 14G straight = 10G ] F gets added into the closed list. (F < #) G = movement cost (distance from current node, to the adjacent node). H = distance from target node calculate the H, G, F cost, and give it a parent node (prev node) then look for an adjacent nodes again, add none repeatting nodes to open list. compare: (youtube) if (parent g + current G < parent new G) { add new node to closed list, new block parent = prev block parent } (my idea): Grand parent, parent, son if (grand parent already has son in open list before the parent was looking) { calculation the distance. if (son has the less g cost then, the grand parent and parent g cost together) { add son to closed list, add grand parent as the new parent try to remove the initial parent. (you could keep) }} stop algor once target node is in the closed list retrace steps and use the prev node and add it into a list. reverse it to have a normal path
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