Jump to content

Apaec

Scripter III
  • Posts

    11139
  • Joined

  • Last visited

  • Days Won

    90
  • Feedback

    100%

Everything posted by Apaec

  1. Thanks for reporting this I've just pushed an update (version 1.19). Here's a few things I changed: Walking is now an event based activity so should no longer stall. Walking paint debug now works through the event rather than the path so display is accurate Prevented script banking all when inventory is empty When making cannonballs, the script will now click the chatbox title to make all (More info here: https://www.reddit.com/r/2007scape/comments/1dphub/to_makeall_using_leftclick_just_press_the_title/ ) Re-worked progressbar to use my latest snippet - includes centered text! Probably a few other things too which i've forgotton Cheers apa
  2. I think you should just about get away with no food at 40 def, provided you wear rune
  3. Unfortunately as i'm sure you understand I cannot offer multiple full day trials to all users, and from what i've seen you seem to have gotten a reasonable amout of use out of the script, however considering the circumstances i've given you an additional 6hour trial to test out the script again PS you can track your progress here: Ofcourse! Refresh your scripts list and you should see the script now. cheers! apa
  4. Hey, thanks for the screenshot. does it get stuck in that position exactly? And does the console logger say anything? cheers, apa
  5. There's a randomised chance of it closing the x button, it shouldn't do it every trip!
  6. I wish to run some tests, please could you tell me the co-ordinates of the tile you were standing on? I'm trying to figure out why the webwalking didn't kick in, and i've tried a bunch of positions behind the church and for all of them the script safely returned to the position ~apa
  7. Not sure why that's happening. Does it also happen on injection mode? Stops mid path? very odd. I will look into this. Thanks That's awesome, thanks! I've added it to the main post
  8. I've given you a trial, enjoy! apa
  9. It will log out if you don't have enough of something in the bank to make another trip. Be sure to check the logger to see what you're missing apa
  10. These are both awesome, thank you guys!!! I've added them to the main page 6h certainly is alot but hopefully you should be okay, so long as you don't bot for that long frequently! Perhaps give the script a day or so break.
  11. perhaps a mirror bug because I soak-tested the refreshing pattern a good 100 times orso on injection and did not come across this. But hopefully removing some of the rogue tiling should help. I'll have a look around and see if mirror mode has had any problems reported with walking by other players, but currently if it's mirror specific, there's most likely nothing I can do other than wait for the issue to be solved. Perhaps try using other camping locations other than far west 2? ~apa
  12. Does it not even attempt to web-walk back? idk, perhaps this is a mirror thing, but I cannot seem to recreate this issue. I've extended your train for an additional 12 hours though!
  13. Just pushed an update, V1.08 in which I tracked down and removed about 10-15 rogue positions so hopefully pathwalking should no longer unexpectedly crash
  14. Perhaps there's more rogue tiles, I will see if I can track them down:) cheers
  15. Unfortunately not, it only supports both east and west sides of relleka.
  16. Ofcourse! Refresh your scripts list
  17. Update! V 1.07 Bug fixes: Removed rogue tile on far west 6 banking route Removed rogue tile on far west 2 banking route Stopped script performing delay in forest Improvements: implemented system to prevent player walking to the camp position if there is ammo on the position. If this is the case, the script will collect the ammo instead. Walking to the bank now forces ammo equip to prevent small stacks of ammo being banked every trip Made the delay before refresh count down on the paint (as a result the delay will not be 100% accurate but that isn't always a bad thing!) Improved status logs for ammo collection to better fit the debug style of the status logging system. Made other minor changes to other logs as well. ...Other changes which I can't remember off the top of my head Have a nice wednesday ~apa The issues that you've mentioned have all been fixed in the latest update (1.07). To compensate for you having experienced these issues, i've extended your trial for an additional 24 hours. Hopefully you will not run into any further bugs but if you do please don't hesitate to let me know! Thanks for reporting the bugs, I appreciate it. ~apa
  18. Thanks for reporting both of these, looking into them as we speak. Perhaps there's some rogue tiling at the position that you're using, we will see stay tuned apa
  19. Cheers, just so you know the delay is optional and we will never know if it helps but it's there if you want to be extra cautious! But I cannot seem to find any flaws in the withdrawing code!
  20. Apaec

    GUI Help

    Ids change almost every game update so don't use them. If you open the options tab > debug > entity hover debug, you will get a list of what different values are if you hover over a rock. Rocks are a bit tricky but modified colours works and is unaffected by non-specific game updates
  21. Apaec

    GUI Help

    Under ideal circumstances you would have enum types for each of the ores and you would instead of switching between strings in the combobox be dealing with objects. However if this is not the case you can always whip out the classic switch statement and deal with it that way. While it's not ideal or tidy, it should be easy for you to understand and should get the job done and should require minimal structure changes edit: hav a quick read of this: https://docs.oracle.com/javase/tutorial/java/javaOO/enum.html
×
×
  • Create New...