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OSBot :: 2007 OSRS Botting

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Mysteryy

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Everything posted by Mysteryy

  1. Im doing security strong hold right now. Good god there are so many options.. t.t
  2. How are you building the graph?
  3. Mysteryy posted a topic in Spam/Off Topic
    Havent made my spam quota this month
  4. I think I used GraphicUtilities for this, Im about to eat I will check when I get back. Look in there and see if there is something useful.
  5. I hope he choose u too my friend. I hope he choose u.
  6. Mysteryy replied to Botre's topic in Scripting Help
    I would not recommend using Dijkstra for a web in Runescape. Using this will take much longer in most cases, as it will examine tons of unnecessary nodes. A* takes advantage of a sort of guided search using the heuristic, which points it towards the destination at all times. For anyone who needs a better understanding of them, i highly recommend watching this video: Edit: Also keep in mind that we will not be using blocks in our pathfinder, the graph will only contain walkable nodes, so you can compare more accurately the cases in the video where blocks are not in the way. Note how much faster A* is in those cases.
  7. Mysteryy replied to Botre's topic in Scripting Help
    If you look at our web: http://i.imgur.com/OvVs5ss.jpg Each intersection of red lines is a Node, and the red line itsself is the edge of the graph that connects 2 nodes. You can see that each node can have 1 or more neighbors, typical case for me is 4 neighbors.
  8. Mysteryy replied to Botre's topic in Scripting Help
    Think of it as you need to overlay an edge weighted graph on to runescape. How you do that is up to you. I have made a couple of tools to autogenerate the graph, and manually generate the graph as well. Personally, mine is at least 95% autogenerated, then I go back and add manual nodes as needed. So first make an edge weighted graph and make a tool to build one using runescape variables (x, y, z, etc.). Once you make a graph (just make a small one at first), then you should make a pathfinder to be used on your graph. A* is obviously the widely used one in games. You then need to apply A* to the graph you coded/built and find a path from point A to B. Last you need to create a walker that can traverse the path you feed it using your pathfinder, handling obstacles, cross plane traversal, dungeons, etc. The way you store everything is up to you, but always keep efficiency in mind. All I have to say is good luck. :p
  9. Mysteryy replied to Botre's topic in Snippets
    Covering shuffling in algorithms class huh? I feel like I always know what your doing in class by what you post. :p
  10. I just came for the post count
  11. But but but I luv u
  12. The best way to learn is to find out for yourself. Run that code and inside of it put a log, "In area" If it logs then you know that is how to do it. Seeing and finding out how to do things yourself will make a much larger impact and improved impression in your memory than if someone just tells you.
  13. im a potato thanks for tons of recent patches
  14. I thought that you hated me though.
  15. Don't hate on my twin m8
  16. I see div does more sdn management so gtfo
  17. Please change title to "Shout out to Divinity"
  18. Thanks for the quick bank update. Ill let you know once I break it again. ^_^
  19. notUnbreakable.png
  20. assuming they get fixed properly.
  21. Not sure how I feel about that name doe

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