Chikan Posted December 25, 2017 Share Posted December 25, 2017 I've got a few questions for you gents that are online during the holidays 1. Webwalking -- Is there a way to disable going up ladders? In this context, I'm using webwalker in motherloade mine (It's mem intensive I know, but it's temporary). In the area I set to walk, some of the area tiles also happen to share a tile with the second floor there. This then causes the webwalker to want to climb the ladder to get to those upper tiles. However, if I exclude these tiles it causes some issues with filtering when it comes to my mining method. So, to fix this I can think of 2 ways: Way 1: I somehow set it to filter my area +1 tile around the area Way 2: Disable webwalker trying to climb ladders (if possible) 2. Pathwalking -- I've got a few paths setup, however I cannot seem to find how to deal with obstacles in my way. -- I've tried checking myPlayer().getArea(radius).contains(Obstacle) but this will just throw null pointers at me and I just don't understand why (just general inexperience I guess). (getArea(radius) <- this I'm not sure how the int for radius works, is it checking the number of tiles around me? so for example getArea(5) = 5 tile radius around my player?). So, overall how can I tackle these two issues? Quote Link to comment Share on other sites More sharing options...
HeyImJamie Posted December 26, 2017 Share Posted December 26, 2017 Probably not the best fix but setting a plane might fix the first issue. For the second, try looking at the null. It usually shows you how to fix it I'd assume you're not null checking the obstacle Quote Link to comment Share on other sites More sharing options...
Chikan Posted December 26, 2017 Author Share Posted December 26, 2017 27 minutes ago, HeyImJamie said: Probably not the best fix but setting a plane might fix the first issue. For the second, try looking at the null. It usually shows you how to fix it I'd assume you're not null checking the obstacle I did null check the obstacle, I think I just didn't pass the method correctly. As for the issues, I think what Dreameo suggested to me fixed what I needed: 1. Path to a random tile whatever area, and then just do what I'm doin normally while in that area. 2. Setting a plane might've worked too. Thanks for the reply Quote Link to comment Share on other sites More sharing options...
dreameo Posted December 26, 2017 Share Posted December 26, 2017 42 minutes ago, HeyImJamie said: Probably not the best fix but setting a plane might fix the first issue. For the second, try looking at the null. It usually shows you how to fix it I'd assume you're not null checking the obstacle 12 minutes ago, Chikan said: Thanks for the reply 1 Quote Link to comment Share on other sites More sharing options...
HeyImJamie Posted December 26, 2017 Share Posted December 26, 2017 2 minutes ago, dreameo said: I'm not angry just disappointed 1 Quote Link to comment Share on other sites More sharing options...
Viston Posted December 26, 2017 Share Posted December 26, 2017 1 hour ago, Chikan said: I did null check the obstacle, I think I just didn't pass the method correctly. As for the issues, I think what Dreameo suggested to me fixed what I needed: 1. Path to a random tile whatever area, and then just do what I'm doin normally while in that area. 2. Setting a plane might've worked too. Thanks for the reply Do it the ghetto way fam, if (upperLevel) {//climb down}; It'll go up and down, free anti-ban right there Quote Link to comment Share on other sites More sharing options...
Chikan Posted December 26, 2017 Author Share Posted December 26, 2017 54 minutes ago, Viston said: Do it the ghetto way fam, if (upperLevel) {//climb down}; It'll go up and down, free anti-ban right there Anti-ban king Quote Link to comment Share on other sites More sharing options...