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Everything posted by Czar
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Script is NOT broken, read the script instructions on how to setup the script. Cmon guys, even the paint tells you the instructions.. To re-iterate: the script is 100% working, just follow the script instructions on the main thread.
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Guys the new update is still pending for some reason Maybe christmas season is the reason for update delays Current bugs (which are already fixed in the new update!!!) - Script logs out when using darts/knives/any ranged thrown weapon because it thinks there is no ammo left (checks the arrows slot for arrows): temporary fix = equip some arrows even if not using arrows.. - safespotting sometimes walks out of safespot tile and doesn't return temporary workaround: none yet - safespotting tries to walk away from safespot intentionally to make more npcs available (fixed in new update, mainly affects fire giants) temporary workaround: fight npcs inside a fence and enable unreachable mode - sand crabs afk mode walks away each time (fixed, just waiting on update) - Hill giants safespotting not working (read above, safespotting has been fixed already) - Hill giants brass key isn't being used - will fix asap. (temporary workaround: enable the second or third walking option) Bugs are always fixed it's just a matter of time Free 24h trials are always given too As for 'eat for loot' option, the only thing that option does is eat when the inventory is full before trying to loot an item. If the script doesn't do that, confirm it. If you guys want the option to work differently, just say and there will be a new feature implemented ASAP. The rest of the script should be fine, I will test hill giants brass key ASAP. Thanks for being patient guys, really appreciate it
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Hmm the cannon re-fill delay is set to 24+ seconds, should be reduced (and re-fill more frequently) in the next version (v166) same update
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Pyramid plunder not supported yet
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Hmm if the script is clicking attack multiple times before realizing the npc is in combat, there could be two solutions: if using VIP client, lower the reaction time from 1000ms to ~100ms so the client detects combat faster. Otherwise if not using VIP client, I will add an update to add a greater delay to clicking an npc (after attempting to attack npc, the script will wait a few more seconds) As for hill giants, don't forget there is an option to set the safespot range limit in tiles, so the script will not attack npcs too far away. I'm really confused, so smart safespot is working, then it's not working? I will test hill giant safespotting again to make sure it works. Guys if there are bugs that do not follow the bug report, it may take longer to fix them because time will be wasted on finding out how to make the bug happen, then fixing it. The bug report is on main thread Most bugs don't need a real template, e.g. the interface bugs or the gp bug, but the hill giants bug report is extremely confusing As for GP, update coming up, I need to figure out what's causing the gp to be added to the profit for no reason New update (v166): - Stop conditions interface fixed - Added an update for ranging without using arrows (so darts, knives, etc) script will not stop anymore. Turn off ranged mode temporarily to still use the script with knives without the script stopping - Added an extra failsafe for not returning to safespot tile, the priority is now very high - Ardy zoo npcs have been fixed There are multiple updates pending, shouldn't take too long hopefully Reminder: safespotting has been fixed completely in v165 (last update), gdk has been added as a plugin in last update (v165), and a few other updates.
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Gratz on 99 fletching :D Added progress to main thread
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Guys, will add some setup instructions to main thread for how to setup the master/worker feature for the script But the basics are: The master account sets the username of the worker account and enables 'worker' in the setup menu The worker account sets the username of the master account and enables 'master' in the setup menu The master account doesn't need to even be botting, but the worker account does Also, the new update (v57) is still pending, update should be live today (bugfix for withdrawing staminas sometimes) and a few new features
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Activated trial good luck everyone Thieving chests: most of the popular thieving chests are supported including the rogue chest, nature chest, coin chests, blood rune chests (including the walkback), activated a trial @Sayler if the script is not running whatsoever, can you try restarting the client and making sure the osbot client is updated, java updated and if using VIP client then make sure to hook the client while logged out so there are no errors. If nothing still works, there should be an error in the console log which can be easily fixed in the next script update Also guys, new blackjacking system preview is coming very soon, added many new features and re-designed the entire setup interface with all the new options. Disclaimer: do not buy the script solely for blackjacking because the script doesn't support it yet - please trial the script before purchasing for blackjack system. It is a bonus feature which is in development. Development was previously delayed because of the complexity of coding the system (notice there are no real blackjacking scripts yet!) but the feature is nearing completion
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Added another quick update, all dialogues and level-up dialogues will now be skipped sucessfully, latest script version is now: v94. The paint will say v94.0 once the update is live (just waiting for update to be registered now)
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81 ore mode is a beta option, I will add some updates to the system in the next version ^^ Dropping hammer after repairing the wheel will also be added since many users requested the feature, update coming up guys
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Ah everyone knows that new accounts get banned really fast, although the script did quite well for a new account
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New update should be live any moment now guys
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I already fixed fire giants, even mentioned in the update post above (edited) As for smart safespot option, it's almost identical to normal safespotting except it tries to filter out npcs which can technically make the script move from the safespot tile (it basically avoids moving from the tile and being in combat after attacking an npc) by detecting which npc-tiles are ideal for safespotting. The option works very well in conjunction with the safespot distance system (7 tiles for most shortbows). As for trial, will activate the fighter trial as soon as GDK plugin update (v165) is updated, it will be a 100 hour trial since it's a beta test for GDK
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New Update (v57) - Added failsafe for quest cape method and fairy ring (legends' guild) - Added failsafe for withdrawing stamina potions in a full inventory - Added agility shortcuts for cosmic runes - Added 'lite' option for low-resources mode - Added an update for ZMI walking system Update will be live within 24 hours max, good luck everyone, thank you for the positive feedback ETA ~1 more version for noted ess, I know I said that in the last update but I haven't had the chance to test it before release, one more update Generally, the first walking option should be fine for all aspects of the script, but if the script ever gets stuck walking or idles, then it is best to try the next walking option. The other walking options are only there for emergency/backup reasons, in case the script breaks, the user always has a backup option which will work
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Hmm script should not be laggy unless restarted several times, try a client restart and enable the first webwalking option for the default osbot webwalker (best performance) ^^ As for trials, activated all trials good luck everyone ;)
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Update v165 should definitely be live today for sure since the update was yesterday guys, as for safespot, well the smart safespot option is still beta but I think it should be able to work better, I didn't anticipate multi-safespot tiles but I will be improving the system. The feature was mainly added for basic single tile safespots such as ankous safespot or perhaps other non-obstacle safespots edit: Also guys don't forget that there is another new option for safespot distance, make sure to set to 0 for default distance (no limit) or to a reasonable tile distance EDIT 2: Finished waterfall quest, tested fire giant safespotting, now fire giants are fixed and are in the same version as the new update (v165). As for stronghold of security, these tiles have been fixed in the update, just making sure it's the right tile: (ignore version, should be v165.0)
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The GDK beta is finally ready, and is in the fighter script so once the GDK plugin is added in update v165 I will grant all users a beta trial of 100 hours minimum The script isn't on the SDN yet that's why the script had to be a plugin for the fighter script temporarily. Hopefully devs will add the gdk script to sdn soon
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The main problem is that I don't know what the bugs are, there are extremely vague bug reports which lengthens the bugfixing process.. I will be adding a real bug report template so that everybody wins Rock and sand crabs plugins were both re-written for v165 so they are working much better Will update thread with the bug report templates: New feature request - What is the new feature - Basic description of what the script should do - Basic actions for the script: 'Use item on item' etc. For when the script gets stuck on a tile (or continuous loop): - Which exact tile does the script get stuck on? (exact tile, not 'near the draynor village') - Plugin or normal script? - Did you try all 3 walking options? Script has a logic bug (e.g. dies while safespotting) or (cannon mode doesn't pickup arrows) - What is the bug - How did you make the bug happen - (optional) recommendation for the bug, e.g. 'make the script walk back' or something - Tried client restart? - Normal script or a plugin? - Which exact setup options are enabled? Afk mode, cannon mode, etc etc. Also guys update (v165) is the latest update, here's a summary quote: I will be adding sand crab island to the next version ASAP and another update to brutal dragon plugin
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Alright no worries, the afk sand crabs was completely re-written in update v165 ^^ will make sure there are no bugs with safespotting though. Did safespotting work at fire giants before the current version? (v163)?
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Will add another update for quest cape mode and an update for 'low resource mode' so the script doesn't cause too much lag, there will be a 'lite' paint and a few other optimizations