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adc

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Everything posted by adc

  1. That already exists in the form of real-life currency :P
  2. SSF is very nice, but it comes at the price of potentially higher bans because 1) it's naturally less dynamic than a script custom-made for whatever the task is and 2) the user often has little experience with scripting "theory", and is therefore prone to mistakes. I'd definitely say it's worth it to make a new account and try again. This time, only bot skills (chocolate can be done on any account) on your main if anything, and don't get too attached to your bots. It's also important to note that making a good, low-banrate account will require you put a lot of time into it.
  3. ..... Looks like I'm going to be testing two methods of pathfinding for this script then. Fuck.
  4. Actually, I tried. the problem is that every time you spawn a new tunnel path (every chest run at barrows), you'd have to be able to check whether each door on a given path is openable. When I tried doing this via getActions.contains("Open"), unloaded doors return true whether they're actually openable or not, meaning it couldn't determine a path, since A* (and pathfinding in general afaik) obtains its path from the end point to the beginning.
  5. I originally tried using a simple A*-type algorithm, but I encountered the problem of rooms being too far to load. Because of this, there's no way to determine a path unless you're already in the center of the catacombs, making it pretty much useless :P So my solution is this: (for data I have an enum that stores room areas, as well as Point[]s that possible doors reside at) analyze current room's number of openable doors if viable doors < 2, that means there's only one possible path; follow that path to the next room if viable doors = 2, there's two paths. If one of the paths leads to the previous room, forget it and use the other path. if said other path leads to a blacklisted door, blacklist the current room as well. if viable doors > 2, prioritize in this order: 1) doors that lead to the chest 2) doors that lead to short tunnels 3) whatever is left (doors that lead to long tunnels) if a room has only 1 door and it's not the ladder room or chest room, blacklist it It works pretty okay so far
  6. Oh hey, perfect, this is exactly what I need For some reason I overlooked this, thinking I'd need something more complex.
  7. I was just wondering if anyone could show me an efficient method to either get the farthest main screen tile or a main screen tile at a minimum distance, specifically in a given direction?
  8. Yeah, I currently work in fast food, and people get just as upset about a cheap pizza (guess where) being lower quality that other businesses that charge more, just like people on OSbot do about scripts no longer being so easy to get for free
  9. This^ I'm not really a fan (nor can I think of anyone who is) of being able to do things other people can't and not getting paid for it when I could be.
  10. Yeah, I've still got to get through my first year of college before I can get into a CS class that'll actually teach more than the barest of basics, so I'm just learning as I go here :l
  11. adc

    Null pointers

    Since the top of the stack points to an error within Logger's log method, I would guess that the logger is unable to change that message to a string? Try logging a test string instead of e.getMessage().
  12. Any chance you could link to the proper page in the API where I could learn about varpbits for this context?
  13. 792 Gotta get that post count
  14. hey, I actually happen to own that exact model. I love the sub woofer, but I replaced the satellite speakers with some fairly decent desktop speakers I already had because the ones that came with the sub woofer are not adjustable separately and give a very tinny sound compared to what I had already. If you're looking for a decent yet cheap sub woofer, I'd definitely go for that. Plus the desktop control knob has a blue glowing ring on it that makes it sexy as fuck.
  15. I suppose that's true, I'll just have to make the script move towards the center to expand vision as a work-around.
  16. Is it possible to force runescape/the client to load objects in an area that's a bit outside render distance, and if so, how? For context, this snippet is the focus of my concern: for (Point[] doorPoint : Constants.Rooms.CHEST_ROOM.getAllDoorsOut()) { RS2Object door = sA.objects.closest((new BestMatch(sA, "Door", new Area(doorPoint[0].x, doorPoint[0].y, doorPoint[1].x, doorPoint[1].y)))); if (door.exists() && Arrays.asList(door.getDefinition().getActions()).contains("Open")) { if (Constants.Rooms.CHEST_ROOM.getNextRoom(Constants.Rooms.CHEST_ROOM, door) != null) { sA.log("Found openable door at " + door.getX() + ", " + door.getY()); nextPathPiece = Constants.Rooms.CHEST_ROOM.getNextRoom(Constants.Rooms.CHEST_ROOM, door); break; } } else { sA.log("Found door at " + door.getX() + ", " + door.getY() + " but door is not openable"); } } In theory, it should check the actions of all 8 of the door objects leading out of the Barrows Chest room in the center of the Barrows tunnels. When the player is close enough, it works just fine. However, when past a certain distance away from each door, it is unable to get the actions and for some reason Arrays.asList(door.getDefinition().getActions()).contains("Open") returns a default value of true, meaning that it simply returns the first door that it cannot "see" if that comes before the "openable" door.
  17. Okay, so here's what I've been working on for the past day. It's not (yet) a fully automated Barrows script, but will be incorporated into the one I'm working on. I'm pretty sure it's unique as of posting Also, I'd love feedback and bug reports so that I can clean it up. Also, if anyone wanted to offer better looking images for me to use, I'd be happy to use them. It should be 100% ban-free since it does not actually interact with the game, but is instead a client-side tool (for now) to help you speed up your barrows runs. Starting the script The map will not appear when you are not in the Barrows tunnels! To use the script, simply run it and then click the lock icon on the upper-right corner of the client to allow user input. (do not pause the script, it will stop the script from actually doing anything and make it pretty useless) Reading the Map Better Barrows dynamically shows all viable paths (open-able doors) via red squares; "Long" tunnels are displayed outside the minimap at their halfway points, while "short" tunnels ride the boundary lines between rooms. The room that the exit ladder is in is marked with the pre-EOC red exclamation ladder symbol. The tunnel that leads to the chest room is marked with a large question mark. Note: because of the way Runescape loads, you may have to move around a bit to get it to load the ladder and chest tunnel markers into their proper spots; however, as soon as these objects are within render distance it should correct itself. Upcoming Features Tunnel entrance (which tomb contains the entrances to catacombs) identification Full tunnel navigation option Tunnel navigation works, but I still have some optimization to do before it's ready Killcount gathering Download http://uppit.com/7ll3ey9mfb3d/BetterBarrows.jar Pictures Edit: If there's anywhere else this sort of mapping script may be useful, let me know, as it would be very easy to convert this to any other location.
  18. Client won't correct to remote server; says it's offline
  19. I could, but in the case that for some reason the person's kc is not 0 when they start a run, it'll throw everything off. This could happen if they partially complete a run, stop and restart the script, pause it to do something else and accidentally get more kc, etc. While I could keep persistent variables, it still wouldn't allow me to account for all scenarios
  20. I've been trying to obtain the barrows killcount via the config debugger. It appears that config #453 is the correct place to look, as it changes consistently every time killcount changes, and when killcount reverts to 0, config(453) also reverts to 0. However, the numbers that it returns have no apparent pattern. I've recorded (most of) the values from 4 barrows runs : 0 --------- 0 --------- 0 --------- 0 138436 ---- 138434 ---- 138434 ---- 138464 275788 ---- ?? -------- 275779 ---- 276912 414236 ---- 414227 ---- 413131 ---- 414264 552700 ---- 552691 ---- 551579 ---- 551609 690045 ---- 691127 ---- 690043 ---- 690043 828479 ---- 827127 ---- 828479 ---- 826043 964479 ---- ?? -------- 962879 ---- 959867 1100479 --- 1097527 --- 1096703 --- 1093691 1234879 --- 1233527 --- 1232831 --- 1232127 1370879 --- 1367927 --- 1368831 --- 1368127 1505855 --- 1501751 --- 1502655 --- 1504127 1636927 --- 1636919 --- 1636927 --- 1636927 1767999 --- 1767991 --- 1767999 --- 1767999 1899071 --- 1899063 --- 1899071 --- 1899071 1964607 --- ?? -------- 1964607 --- 2030143 2095679 --- 2095679 --- 2095679 --- 2095679 Line number indicates Kill Count value, and ?? indicates that I wasn't able to get the info (other cofig data push it out of view too quickly). Any ideas as to what the pattern might be here? (Or am I unaware of something crucial regarding jagex's config files?)
  21. Okay, I'll look around the configs class for it, thanks. feel free to add anything else about obtaining the number if you know it guys Also, the % character isn't the problem, it's the %1, which is a placeholder for a variable, and for some reason the placeholder is returned instead of the value of the variable. Edit: I'm poking through configs, but maybe someone can answer this for me: how exactly do I find a variable that I'm looking for in configs?
  22. Right, so I've been trying to parse the number out of the Barrows killcount. By creating a new RS2InterfaceChild and calling getMessage() from it, I get a return value of "Kill Count : %1" regardless of the number, which leads me to believe that %1 is a placeholder. How, then, can I get the actual number, instead of the placeholder?
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