Magerange Posted June 25, 2017 Share Posted June 25, 2017 (edited) So I've been trying my hand in a few quests and trying to create my own 7qp script. However, I can't seem to get past the fact that cutscenes are being interrupted (e.g. script talks to NPC again if the cut-scene interrupts dialogue). I've tried using different configurations, etc. Doesn't seem to work... The problem is that I don't know what other parameter throw in the 'if' besides NPC checking. The NPCs are in the cut-scenes. Here are the problematic snippets. Both of them have cut-scenes, so I have problems with both. if (Juliet != null) { Juliet.interact("Talk-to"); Utils.condSleep(15000, 3000, () -> dialogues.isPendingContinuation()); } if (dialogues.isPendingContinuation()) { dialogues.completeDialogue(); Utils.condSleep(10000, 500, () -> configs.get(144) == 60); } if (configs.get(144) == 60) { log("Going to the crypt with Romeo"); walking.webWalk(VarrockCenter); } if (Romeo != null) { Romeo.interact("Talk-to"); Utils.condSleep(15000, 3000, () -> dialogues.isPendingContinuation()); } if (dialogues.isPendingContinuation()) { dialogues.completeDialogue(); Utils.condSleep(10000, 500, () -> widgets.isVisible(277, 15)); } FYI Utils is a different class for conditional sleep (credits to @nosepicker for making it convenient). Edited June 25, 2017 by Magerange Quote Link to comment Share on other sites More sharing options...
scape Posted June 25, 2017 Share Posted June 25, 2017 21 minutes ago, Magerange said: So I've been trying my hand in a few quests and trying to create my own 7qp script. However, I can't seem to get past the fact that cutscenes are being interrupted (e.g. script talks to NPC again if the cut-scene interrupts dialogue). I've tried using different configurations, etc. Doesn't seem to work... The problem is that I don't know what other parameter throw in the 'if' besides NPC checking. The NPCs are in the cut-scenes. Here are the problematic snippets. Both of them have cut-scenes, so I have problems with both. if (Juliet != null) { Juliet.interact("Talk-to"); Utils.condSleep(15000, 3000, () -> dialogues.isPendingContinuation()); } if (dialogues.isPendingContinuation()) { dialogues.completeDialogue(); Utils.condSleep(10000, 500, () -> configs.get(144) == 60); } if (configs.get(144) == 60) { log("Going to the crypt with Romeo"); walking.webWalk(VarrockCenter); } if (Romeo != null) { Romeo.interact("Talk-to"); Utils.condSleep(15000, 3000, () -> dialogues.isPendingContinuation()); } if (dialogues.isPendingContinuation()) { dialogues.completeDialogue(); Utils.condSleep(10000, 500, () -> widgets.isVisible(277, 15)); } FYI Utils is a different class for conditional sleep (credits to @nosepicker for making it convenient). tabs are disabled in cutscenes. If inventory tab is disabled tell script only to click continue on dialogue in chat box and do not interact w/ npcs 1 Quote Link to comment Share on other sites More sharing options...
Magerange Posted June 25, 2017 Author Share Posted June 25, 2017 (edited) 24 minutes ago, scape said: tabs are disabled in cutscenes. If inventory tab is disabled tell script only to click continue on dialogue in chat box and do not interact w/ npcs Sounds great! Is that 100% of the time though? Also, how do I interpretate the construction propertly? 'Tabs.INVENTORY.isDisabled(*what comes here*)' Edited June 25, 2017 by Magerange Quote Link to comment Share on other sites More sharing options...
HeyImJamie Posted June 25, 2017 Share Posted June 25, 2017 Isn't there a config for cutscenes? Quote Link to comment Share on other sites More sharing options...
scape Posted June 25, 2017 Share Posted June 25, 2017 3 hours ago, Magerange said: Sounds great! Is that 100% of the time though? Also, how do I interpretate the construction propertly? 'Tabs.INVENTORY.isDisabled(*what comes here*)' if (Tab.INVENTORY.isDisabled(this.getBot())) return State.WAIT; 1 Quote Link to comment Share on other sites More sharing options...