Botre Posted June 6, 2016 Share Posted June 6, 2016 (edited) A few changes were made to prevent Scripters from touching things that would affect either the entire client or other scripts. Most notably, GameConstants has been hidden and setHumanInputEnabled has had the functionality stripped. For the human input, there are a lot of other ways to achieve the same result. Which alternatives exactly? Question: how can I programatically enable / disable human input without the setHumanInputEnabled(bool) method. Am I really going to have to write my own flag for this that might end up contradicting the "button" one and cause endless confusion? Edited June 6, 2016 by Botre Quote Link to comment Share on other sites More sharing options...
Token Posted June 6, 2016 Share Posted June 6, 2016 Detect user clicks on the canvas, send raycasts in runescape space and simulate it as bot input. Quote Link to comment Share on other sites More sharing options...
Botre Posted June 6, 2016 Author Share Posted June 6, 2016 Detect user clicks on the canvas, send raycasts in runescape space and simulate it as bot input. My question is: how can I programatically enable / disable human input without the setHumanInputEnabled(bool) method. Quote Link to comment Share on other sites More sharing options...
Token Posted June 6, 2016 Share Posted June 6, 2016 My question is: how can I programatically enable / disable human input without the setHumanInputEnabled(bool) method. Not possible in my opinion, but you can simulate the effect of human input as described above. Quote Link to comment Share on other sites More sharing options...
Botre Posted June 6, 2016 Author Share Posted June 6, 2016 Not possible in my opinion, but you can simulate the effect of human input as described above. Yeah nvm, I don't think you get my question :p Quote Link to comment Share on other sites More sharing options...
Token Posted June 6, 2016 Share Posted June 6, 2016 Yeah nvm, I don't think you get my question :p "Not possible" doesn't sound like an off-topic answer to me. Quote Link to comment Share on other sites More sharing options...
Explv Posted June 6, 2016 Share Posted June 6, 2016 Why do you still need that feature? Quote Link to comment Share on other sites More sharing options...
Botre Posted June 6, 2016 Author Share Posted June 6, 2016 (edited) Why do you still need that feature? if(state == SELECT_ITEM_WITH_MOUSE) setMouseInputEnabled(true); vs. if(state == SELECT_ITEM_WITH_MOUSE) message("Enable mouse input yourself to select item") Edited June 6, 2016 by Botre Quote Link to comment Share on other sites More sharing options...
Explv Posted June 6, 2016 Share Posted June 6, 2016 (edited) if(state == SELECT_ITEM_WITH_MOUSE) setMouseInputEnabled(true); vs. if(state == SELECT_ITEM_WITH_MOUSE) message("Enable mouse input yourself to select item") I don't think there is a way of enabling mouse input any more. You could always try and do some hacky stuff like this: getBot().getCanvas().addMouseListener(new MouseAdapter() { @Override public void mouseClicked(MouseEvent e) { super.mouseClicked(e); getBot().getMouseEventHandler().generateBotMouseEvent( e.getID(), e.getWhen(), e.getModifiers(), e.getX(), e.getY(), e.getClickCount(), false, e.getButton(), true ); } }); Edited June 6, 2016 by Explv Quote Link to comment Share on other sites More sharing options...
Botre Posted June 6, 2016 Author Share Posted June 6, 2016 I don't think there is a way of enabling mouse input any more. You could always try and do some hacky stuff like this: getBot().getCanvas().addMouseListener(new MouseAdapter() { @Override public void mouseClicked(MouseEvent e) { super.mouseClicked(e); getBot().getMouseEventHandler().generateBotMouseEvent( e.getID(), e.getWhen(), e.getModifiers(), e.getX(), e.getY(), e.getClickCount(), false, e.getButton(), true ); } }); Quote Link to comment Share on other sites More sharing options...
Explv Posted June 6, 2016 Share Posted June 6, 2016 hehehehe Quote Link to comment Share on other sites More sharing options...