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FrostBug

Scripter III
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Everything posted by FrostBug

  1. private State getState() { if (dialogues.isPendingContinuation()) { return State.LEVEL; } else if (willowArea.contains(myPlayer()) || yewArea.contains(myPlayer())) { return State.CHOP; } return State.IDLE; } ??
  2. FrostBug

    FrostPuzzler

    Should work for all boxes. What did the log output say? I never did a test with the monkey madness box; I reckon it's a bit different. If I get hold of an account with that box, I'll do some tests with it
  3. That's pretty cool Have you thought of adding something like acceleration and deacceleration? Start semi-slow, then accelerate the speed, and before eaching the target, start deaccelerating. Then ofc. there's the aspect of "overshooting" the target. Eg. moving the cursor too far, or deaccelerating too soon.
  4. Cool that you made this :E But OSBot mouse movement atm looks more human-like than this tbh
  5. Well, 4 Clipping graphs are loaded at a time (1 for each Z coordinate). I don't know if they all contain information, but if they do, then they are essentially loaded. Try checking it out. Clipping graphs can be gotten thru: XClippingPlane[] = getMap().getRegion().getClippingPlanes(); Index it with a Z coordinate and grab the tile flags from the ClippingPlane. Tile flags contain information about each tile in the plane (104x104 tiles). Eg. if they're walkable. If you think about it, it makes sense for all planes to be loaded. Some objects are rendered from different planes than they are actually located. Eg. if you're on the 2nd floor of a house, there are often certain objects that'll be rendered from the base floor, but obviously cannot be interacted with.
  6. Hmm.. well, in any case. That error isn't of any help then, since it's thrown on the EDT (Won't have any references to your code) Try using log() to track what the executing thread is doing (this writes to the client console) Or post your updated source so we can take a look again
  7. You lose everything you don't store externally or in the clouds. But you get a smoooooth as-new PC c:
  8. Just reformat. It's gotta be done. I actually do it fairly often
  9. Looks like an AWT error. Do you have any graphical user interface of your own?
  10. The immediate problem is here I would say: if (!inventory.isFull() && !AUBURY_AREA.contains(myPlayer())) { log("Walking to Aubury"); walkPath(walkToAubury); } If you're not at aubury (In the mines is not at aubury) you'll try walking to aubury. But you cannot do that while you're in the mines. Also, there's no need to ever check if your inventory is full in the MINE case, since you would never be in the MINE case in the first place if it was. ___ EDIT: It also seems that you don't have any code that walks to the actual mining area. When trying to grab the essence rock objects, are you certain they are not out of range?
  11. Starting Glad you like it A guide might be good, but the best case would be if the instructions in the OP were enough. Is there anything missing from the OP? If so, I will try to add it.
  12. What do you expect? The script is not human, and will use a safety first approach for combat. It does not evaluate whether or not your account, with your current stats and equipment, would be in danger of dying against an enemy it has been configured to use protection prayers against :E. This is working as intended. Not as of right now, however this is on the TODO list.
  13. Like soldtodie said, you have to install Java 8, and set the source version of your project to 8
  14. List<RS2Object> objs = getObjects().filter(o -> myPosition().distance(o) < 10 && "Bird snare".equals(o.getName()));
  15. Updated to avoid deadman worlds.
  16. well, you left out the most important stat (magic), but from you defence level, I would say that you should tank Guthan, Verac and Torag without prayer. Cut your potion cost in half (at least). Ofc, if your magic level does not allow you to kill them fast enough, tanking them may not be worth the food.
  17. You should probably just strive towards only doing 1 action every loop cycle. Always evaluate the action that currently needs to be done based on the current situation, not by assuming that previous actions completed successfully.
  18. if typekey has a delay, just simulate it instead getKeyboard().pressKey(c); getKeyboard().releaseKey(c); I'll assume typekey does the same, but with a delay inbetween the two Also, do you have a source for the \r\n thing? I really kind of doubt it's necessary. What reason would the game applet have to not simply listen for the VK_ENTER keypress? That's all the actual keyboard key triggers.
  19. Check the client console output. If anything is wrong, it will write it there.
  20. Try checking if its registered in your Client Area
  21. Try something like this? (This is probably what typeString does, but with a substantial delay between each key) void typeFast(String str) { for(char c : str.toCharArray()) { getKeyboard().typeKey(c); } getKeyboard().typeKey((char)KeyEvent.VK_ENTER); }
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