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invokes


CcozyD

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37 minutes ago, CcozyD said:

i see 'enable invokes' on some of the script setup ui now but i have no idea what it is for.
ive done a forum search but nothing comes up.

 

any ideas?

It's like right clicking someting and clicking the action on the menu.
But this can be done in the background even with the menu not being open, so basicly instead of clicking you are send the Menu action invoke. Can be done with things offscreen and no more missclicking.

Did that make any sense for you? :D

Edited by Khaleesi
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1 minute ago, Khaleesi said:

It's like right clicking someting and clicking the action on the menu.
But this can be done in the background even with the menu not being open, so basicly instead of clicking you are send the Menu action invoke. Can be done with things offscreen and no more missclicking.

Did that make any sense for you? :D

i think so.

is it recommended to use it now?

 

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31 minutes ago, CcozyD said:

i think so.

is it recommended to use it now?

 

I find it usefull to use on fast paced scripts where the chance of missclicking is higher. So for bossing and some minigames it is really nice to use :)
Prayer/gear swapping without the tab being open, interact with something offscreen etc

Edited by Khaleesi
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39 minutes ago, CcozyD said:

i see 'enable invokes' on some of the script setup ui now but i have no idea what it is for.
ive done a forum search but nothing comes up.

 

any ideas?

Instead of having to click on something, then the game processes the action, then sends a packet to the server, an invoke just calls the games function to process the action and we give it the details to process. TL;DR we tell the game to do actions, without doing the action.

The point of clicking in the top left is to send a click packet before the action packet.
https://i.imgur.com/QgSkTUd.mp4

Toggling prayer twice instantly causing it to appear always on, virtually giving you infinite prayer.
https://i.imgur.com/T5LowpU.mp4

As long as the client has the data accessible we can call basically any action. Objects are Scene wide so you can call those even if they're off in the black void 50+ tiles away. Scene is a 104x104 area around the player. Scene is set when the loading message is in the top left corner.

Invoking a walk here action on a tile is different. You can invoke to walk to any tile, but the server only processes up to a 128x128 area around the player.

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21 minutes ago, Gunman said:

Instead of having to click on something, then the game processes the action, then sends a packet to the server, an invoke just calls the games function to process the action and we give it the details to process. TL;DR we tell the game to do actions, without doing the action.

The point of clicking in the top left is to send a click packet before the action packet.
https://i.imgur.com/QgSkTUd.mp4

Toggling prayer twice instantly causing it to appear always on, virtually giving you infinite prayer.
https://i.imgur.com/T5LowpU.mp4

As long as the client has the data accessible we can call basically any action. Objects are Scene wide so you can call those even if they're off in the black void 50+ tiles away. Scene is a 104x104 area around the player. Scene is set when the loading message is in the top left corner.

Invoking a walk here action on a tile is different. You can invoke to walk to any tile, but the server only processes up to a 128x128 area around the player.

is there any data on whether this is more commonly detected etc?

i guess for just bankstanding fletching and stuff it isnt really neccessary?

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5 hours ago, CcozyD said:

perfect. thanks for the info.

wasnt sure if i was missing out on something major :)

Np, if you want to try invokes on scripts that don't support them I made something to attempt to force enable them bot tab wide. Run the script and then any script you run will attempt to use invokes out side of walking and other circumstances.
https://github.com/MrGunman200/OSBot-Extended/tree/master/playground/compiled_jar

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