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Apaec

Scripter III
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Everything posted by Apaec

  1. [Progress update] Have spent the best part of yesterday and today working on the script. The ui is completely finished and yesterday I implemented the backend for the walking structure, which is based on a network of intersecting paths. Today i've finished the walking system so the script will now reliably navigate the area when needed, and I've also finished banking (using a custom banking system to ensure successful withdrawals and correct script stopping when necessary). I've also implemented healing so the script can now successfully withdraw items, navigate to the spot, heal up and maintain a percentage of hp. The next thing I will be working on is refresh detection, then finally I will work on the more intricate details such as worldhopping, crash detection and ammo looting. Sorry, no more screenshots just yet! (: soonTM Edit: I lied, I did some more work today and have finished off refresh detection! The script now performs the basic functions required of it (I still need to gather a lot of pathing data for refreshing, worldhopping and such), however it's very much on track.
  2. Hey! Bowls of water are already supported - i've given you a 24h trial! (: Apa
  3. It's hard to say what else will change as it is still a work in progress and there are no new concrete features that i've implemented as of yet, but here's an outline of some of the things i'm considering: The main thing that i'm aiming for is superior reliability, such that at no point the script will get stuck and cause player reports Gui will be quicker and easier to set up Backend structure will be nicer and more flexible, so future updates / bug fixes will be easier to work on You will also be able to configure for different potion amounts - currently you can only have equal quantities of potions, but in the new version you could have say 1 str potion and 4 attack potions for a trip. I will also work on adding safe-breaking where the script will head to a safe location and log out before a break starts, and in general the world hopping and crash detection will improve Ammo looting will hopefully also be smarter I may also add a target system to the ui if I have time before release. Beyond those, i'm not really sure what else I can add so any suggestions are very welcome! Apa
  4. Apaec

    APA AIO Miner

    Check out the instructions on the front of this thread!! (:
  5. You will need a more advanced solution for this rather than just checking for the level up message, to account for other interruptions and to more reliably accommodate for level ups. I'm not sure how you're tracking when you finish the inventory (hopefully not a massive 40 second long sleep!), but I would suggest moving over to a timer-based system (I have this implemented in my AIO Cooker). The idea is that a timer is running in the background and is reset when you're animating (or some other check to determine whether you're cooking). If this timer exceeds a threshold, then you're probably no longer cooking and the interaction code kicks in. For this timer to work however, you will need some kind of async thread to work in. You could use the onPaint, however onPaint should really not be used for anything more than paint stuff! You will most likely have to create your own concurrent utility class which does this for you. Since it is easy to get something wrong when doing concurrent stuff, be careful and make sure you do sufficient research otherwise you might see some behaviour you did not expect. I would suggest the best way to achieve this is to extend Thread and work from there, implementing the void run method. Good luck! (: Apa
  6. Massive thank you Alek, everything seems to be working as it should, and this version seems to have fixed the input issues that I was having! (: -Apa
  7. Sure, just given you a 24h trial. Enjoy!(: And don't forget that in a week/couple of weeks I hope to have the re-write released so it will be a whole new (and much improved) script for then! Cheers Apa
  8. Have you tried the config debugger? Settings>Options>Debug>Configs
  9. If I remember correctly, I think you can launch the script via id rather than name, such that name spaces don't matter!
  10. Have had the same problem, as far as i'm aware there is no fix other than playing with your resolution / running on a low res monitor. More info: https://superuser.com/questions/988379/how-do-i-run-java-apps-upscaled-on-a-high-dpi-display Cheers
  11. Awesome progress (: The altar will support rimmington when I get it written!
  12. At the moment i'm going about re-writing my SDN scripts to improve the structure and freshen them up a bit. I've re-written my AIO Cooker and AIO Smither, currently working on my Gilded Altar and Sand crabs re-writes. Beyond that, i'm not sure. I would suppose that at some point in the future I will get around to writing something new, but i'd have to find an activity to automate first. Perhaps something to do with Fossil Island when that comes out! (: Apa
  13. *Quick progress update* I have just finished working on the script for today. Since writing a reliable script from scratch is no easy task, i've still got a long way to go - here's where i'm at! I've finished the UI (see picture in above post). The new UI allows you to select your location overlayed on the map. I did it this way since a few users expressed concerns that they found it difficult to tell whether they had configured the script with the correct spot. Secondly, the ui now features an inventory configuration panel which allows you to visualise what your inventory may look like for your trips. This will firstly help prevent users over-configuring for their inventories, but also allows other features such as weighted potion distributions (perhaps 1 attack potion per 3 str potions for example) and visual accountance for placeholders like the 10k for crab claw isle. The ui also has all session options placed in a single panel so that you can be sure you haven't missed a setting. All the previous settings should be found there, such as heal percentage, ammo looting, world hopping etc. As before, the ui also has a save feature which automatically loads the saved configuration from your file system. You can save a configuration at any point and it will remember it for next time. I didn't want to introduce full loading/saving capabilities as I did not want to over-complicate the set up too much, however I have the back-end in place such that if I ever wanted to add a file system explorer for loading/saving, it would not be too difficult. I may implement it if there is sufficient demand in the future. Hopefully this new UI will be easier to navigate and I certainly think it is more attractive than before! For now, I will start working on the function of the script over the coming week and ensure a sufficient level of QA before I release this new version publicly. As usual, I will post a quick summary of my progress when I next work on the script. Cheers! Apa(:
  14. Yeah, the OSBot team do not want too many of the same script - I know of a scripter who requested permission to develop a fletcher however his application was rejected because of this abundance of fletching scripts. Also, I believe there are a handful of free ones available! I have to say though, I'm not convinced that checking fletching XP would save you from a ban!! It's all personal preference though, since there's no proof of what does or doesn't affect a ban. Cheers
  15. Thanks for showing interest! (: The UI is almost finished, however I have yet to start work on the core function of the script. Here's the ui as it stands at the moment - I am currently working on implementing the loading/saving system. Once I have that in place, and the UI can reliably provide the data I need to configure the script session, I will start working on the actual game interaction stuff.
  16. Hmm, to answer your question, there's no way that I can think of to determine whether a spot is taken without logging in and checking. As for the worldhopping, it should switch to a random world (i'm not sure if the API allows population to be considered), however i've found that most worlds have a similar popularity since sand crabs is such a busy spot to train. I will see if I can set up some kind of world prioritisation, however i'm not confident of how I would rank which worlds are better than others as of yet! Cheers This will be coming with the re-write - hopefully some point in the next couple of weeks! (:
  17. I could do, however it probably wouldn't be allowed on the SDN since there are already so many available!
  18. Gosh that's some insane botting times - careful! (: Hopefully the script has panned out to be worth the $5, and hopefully the new version will be more intuitive to use when it is released! Cheers for the kind comments about the Gui. Here's what it looks like after the latter half of today working on it: Cheers Apa
  19. I do spend a lot of time working on my scripts! (: sometimes it's a lot of fun though, and you get to learn lots of cool new things. Cheers!
  20. Hiya all! (: Just thought I would drop a quick status update with what i've been working on recently. Over the past and coming weeks, I have and will be working on a complete re-write of the script - this gives me the opportunity to re-work the backend structure and adjust the composition of the script to make it easier to work on updates in the future, with the key goal being reliability. As part of this re-write, I get to re-visit the interface to make it much simpler to understand and more intuitive to operate. There are a few issues with the current interface which i'm not too happy about, such as inventory space management (which has caused a few issues), looks and practicality. Since the ui is being written from scratch, I can learn from my mistakes with the previous gui! As part of the new ui, I plan to have a full inventory customiser which allows you to add your food/potions to the interface and then visually see what your set up would look like alongside the cash stack for crab claw isle and the empty slot where your chosen ammo would go. This will also mean a neat way of implementing a item cap is available to me. Here's the first draft as part of the main interface (note that off the the left and right will be other settings, but I have not implemented those just yet). As I work on more of the interface and script re-write as a whole, I will continue posting behind-the-scenes replies like this! Cheers Apa
  21. I wouldn't say entering some co-ordinates into notepad and saving as a .ahk file counts as flexing!
  22. I think it would be easiest to just write your own system in ahk perhaps, it would be very simple. Either that, or use some kind of mouse recording software (meh) or write your own customisable system in a higher level language with Robot-esque libraries such as Java or Python perhaps. The advantage to writing your own system is that you could add item detecting by reading pixel colour data (but don't forget about the OSRS colour filter overlay!).
  23. I think the reset path would be the least of your worries! Variations in camera angle and fluctuations in latency mean the exact tiles clicked on are different each time. Since screen mouse data is recorded, there would be few visible hotspots as a result of this. Any changes may result in unreliability which would really be an issue! Nevertheless, the newer version which i'm working on may have a different solution to this, I have not yet decided. Thanks for stopping by!(: Apa
  24. Hey (: The map which you seek should be on the front page of this thread, inside the spoiler. As for your question, you can use the arrow keys to navigate the combo box and do that until the spot you desire is highlighted! Apa
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