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Everything posted by Czar
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Fixed. Update v153 is now the latest version of the script. - Stall dropping now works after the new update (the new item chooser update) update will automatically go live within 24 hours, good luck everyone ^^
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For other players attempting to tele-other you, there is a simple fix: make sure to turn off 'Accept Aid' in rs settings tab, easy ^^ Then the interface won't even appear ^^ activated agility trial, this is the fishing thread though
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I've just pushed the exp rate from ~17k to ~24-25k on the falador course and various other courses have seen at least ~5k/hr xp boost. The early script version (before it was released) had a 95% efficiency rate with anti-ban enabled (compared to the highest possible xp) but that type of rate is too robotic and I was worried about bans so I re-wrote the entire script and made it slower in effort to make it more humanlike than the other agility scripts. It's much easier to make a perfect script rather than an imperfect (slow, humanlike, mistakeful) script, since robots are very good at being precise/accurate/efficient. I should've made it optional so the script can be either fast or slow but it's better to be in the median range I guess, best of both worlds (anti-ban, yet still somewhat high xp). I still have the old script source code with the high efficiency rate and I may convert and add an option for it in the upcoming versions ^^ - Halved most conditional delays - Reduced loop timer from 200-400 to 10, 80 milliseconds for each action - Added a few actions which boost exp, e.g. walking to a far-away obstacle first then clicking once it is visible EDIT: Pre-hovering different height level obstacles feature may take longer than usual, it's technically not possible to get an object that's in another height level (from the client) so I can't grab coordinates (click points) for that object, and saving the last clicked mouse position can be unstable because it is always different (depending on which tile the player is on, and which yaw/pitch the player view has) but there may be a workaround with clicking the tiles (albeit an offset coordinate for each tile) perhaps. If it works out I will update you guys.
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Hmm s1d1 mode or normal dropping? Did you make sure not to enable cup of tea in the setup menu? Will test ASAP
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Hmm I made it so it only picks up ammo when there is a stack of more than 3 and when the stack is near the player (up to a 7 tile radius), so not all are looted, in an effort to make the script more humanlike than other combat scripts. I can easily add a configuration menu so users can modify the settings for looting ammo though, most likely in the next version this will be added. As for arrows being equipped, only when the script is started, all it needs to do is detect the ammo so it knows what to loot, after the initial ammo detection it doesn't matter about arrows anymore ^^ I will add an input so that users can override the ammo and tell the script what to loot instead of automatically detecting, same for special attacks. My intention was to make the GUI simple so the user doesn't need to enter many options to run the script but I can always add an 'Advanced' menu for more customization.
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For darts make sure the script is started with darts equipped (and no arrows or bolts in the ammo slot) so the script knows what to loot
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Will add another quick update for levelling up too Latest version is now v145, paint will show v145.0 once update is automatically live. Coding the update is the easy part but we gotta wait until the update gets processed by admins that's why it can take up to 24 hrs but it's all good ^^ Don't worry about that, OSBot is a really good community the devs/admins are awesome, there's always a possibility to get refunds ^^
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I appreciate the response but rooftops are handled differently because they have different height levels, there are rarely any rooftops with more than 2 consecutive readyclick opportunities. and sometimes even if the next obstacle is on the same height level, it is wayy too far away to readyclick, but there's an easy solution to that I will definitely add support for hovering the mouse near the target obstacle (if on different height level). I am also going to go through courses and notify users if readyclick is viable for the courses, and improve the speed. I will also make some updates to rooftops so that it is more stable. Next update: (multiple versions) - Summer pie support - Less delays => faster exp - Readyclick (rooftops) efficiency improvements (all of them, including Varrock) - Option for hovering over next target obstacle if readyclick is unavailable Update will be live within 24 hours.
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I activated another trial, 3rd time now please use the trial Suggestions - update coming up will edit this post with new changelog thanks guys
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Hmm that's weird, any idea what happened when the script went to port sarim?
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Hmm turn off readyclick mode for falador, it's only good for rooftops which have a majority of obstacles on the same plane. If you didn't enable readyclick mode, confirm it and I will perhaps reduce the script's timers to allow higher exp, although I may even add an option to stay at lower exp (less efficiency = more humanlike but not in all cases.). As for 200k+/hr it's from DMM Bonus xp. Activated trial gl ^^
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Will add a quick fail-safe for banking in ZMI, Update v73 coming up. Another follow-up update for v74 will also be added after that, for adding repair pouch support in ZMI
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Hmm update v187.2 is latest, still at 187.1 right now shouldn't take too long for update. GDK works flawlessly in the new version (including fail-safe for teleporting during banking), I did a full script test with all options and made sure it works better. Removed a few useless options in setup window and added a few other options. Wait for loot is flawless now, loot my own drop added, main weapon + spec weapon input added, teleporting at correct wildy level added for all teleports, and the rest of the script logic (banking, fighting) has also seen major, noticeable improvements. Gratz on 99 slayer, good job man I appreciate the nice feedback gl on 99 att, str, def added to main thread Guys, I think stronghold plugin works better now because I modified the pathing (dynamically) so it doesn't require an actual script update since it wasn't a code change. I made a test script which just walks edge bank, then stronghold custom tile (repeatedly) and ran for more than 3 hours non stop (throwaway account), everything seems good Will post when the new update goes live (v187.2).
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For sand crabs I recently added an option to hop worlds if a user attempts to crash your tile, other than that I have been meaning to add a new set of antipattern options
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EDIT: activated my AIO stronghold script, it may work better than the fighter plugin for stronghold, just temporary until this update (v187.2) goes live Select all checkbox will be included in today's update, along with a patch for stronghold too ^^ Yep, looting update will affect the entire script. Thanks for bug report, it makes debugging really really fast ^^ Also if the script ever gets stuck again in future updates, make sure there isn't an error console log, it can interrupt the script completely. Update v187.2 is the new update and will automatically go live within 24 hrs, gl everyone ^^
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For teleport tabs, enable the second walking option ^^ It works perfectly
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New Update (v187.2) - GDK trips perfected now, no more bugs after first trip - Special attacks system re-written, works for GDK plugin now - Teleport tab running (below 20 wilderness) now functional - Wait for loot fixed - Deathwalk system is now enabled and functional (it was automatically set to not enable) - Script will correctly re-attack it's target after eating/potion drinking or any interruption. (new!) Update will be live within 24 hours automatically, good luck Still can't get stronghold to bug out even with the other fightzones (other than south-east flesh crawlers and south-west).
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Will definitely add amulet of chemistry support, so the script will withdraw the amulet from bank alongside the herbs when it runs out of charges? Update coming up ^^
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Hmm ZMI update (v72) should definitely be live today automatically. Apologies for the wait guys The code was already pushed.
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Brutal dragons plugin: Hmm what was the error log for BBD plugin? Please use bug report template ------------------------------------------------------------------ Stronghold plugin: As for stronghold, which settings (mainly npc and fightzone)? Please use the bug template so I can debug the script with the exact same options, find the bug then post an update immediately ^^ It's walking perfectly fine from edgeville to flesh crawlers (south-east). Which exact fightzone was set in the setup interface? Also if using stronghold plugin make sure to select a fight zone to a tile which is not an object tile, but a walkable tile. If still nothing, a temporary workaround is to use non-stronghold plugin mode, but start the script near your fightzone and let the script do the rest. EDIT: Hmm it seems to be working, selected south-west flesh crawlers and bot walked there flawlessly I will run some more tests ASAP. ------------------------------------------------------------------ GDK plugin: As for GDK, which inventory layout? I tried with 20 lobsters. Games necklace to corp, dueling ring to clan wars and the script closed the bank, tele'd to corp and continued fine I have an update planned for GDK which I am sure will fix it, but the update involves a bugfix for the 2nd trip, 3rd trip, onwards (basically all trips except the first). If the script isn't closing bank and continuing on the first trip, then confirm please. I will have to debug with same inventory layout. Also, make sure to not set any other items except food/potions (and make sure bank has those items) in the inventory layout system ------------------------------------------------------------------ Bug templates
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Ahh unlucky make sure to follow all the anti-ban guides in the guides section, there are some really useful tips to avoid bans ^^
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Will add zeah runes once my account gets requirements ASAP Will test and debug master worker mode it was working well last time I tried it (few days ago) though good luck ^^
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Hmm did you set the main weapon to abyssal whip and spec weapon to dragon battle axe? If so, and it didn't work, then swap the values and confirm it so I can change the code respectively. I will run another test ASAP. Update for GDK should be live today, I finished coding the update yesterday ^^ latest version should be v187.5 very soon, apologies guys for the wait