Stark Posted December 29, 2013 Share Posted December 29, 2013 (edited) Decided to make this after users feeling that the logic system in my AIO Fighter is too hard to use. If you don't know what a webwalker is, it's basically a piece of software that allows you to travel to any location in RS. It consists of a huge list of paths (aka edges) between tiles (aka nodes) which could be walking paths, doors, stairs, agility shortcuts, or anything that you can traverse. At first, I will only have this available in my AIO Fighter, but I may use it in a walking and/or slayer script in the future. Webwalker progress - Implemented Djikstra's algorithm to calculate a route from any node to another node in fastest way possible - Handling of all gates, doors, etc.. - Handing of all ladders, staircases, etc.. - Certain paths have requirements attached to them (e.g. agility shortcuts require certain agility level, al-kharid gate requires 10gp or prince ali's rescue quest) - the webwalker will take this into consideration when calculating paths and only take paths that it can actually pass - Ability to simply click the location of where to travel to (or bank) on a map of RS - Teleportation using teletabs - Teleportation using runes - Mapped: Varrock Lumbridge Edgeville Barbarian village Draynor Falador Al-kharid Ice mountain Wilderness Canifis Relekka Taverley Burthorpe Slayer tower Port sarim Rimmington Morytania Port Phasmatys Mort'ton Burgh de Rott Desert below al-kharid Bandit camp Kharidian desert Nardah Sophanem Karamja Shilo village Ape Atoll Pest control Feldip hills Castle wars Yanille Gu'Tanoth Tree gnome village East Ardougne West Ardougne (LET ME KNOW IF I MISSED ANY LOCATIONS OFF THE LIST) Key: Complete Almost complete Incomplete Edited January 2, 2014 by Stark 1 Link to comment Share on other sites More sharing options...
Swizzbeat Posted December 29, 2013 Share Posted December 29, 2013 Looks great, good luck finishing everything up Link to comment Share on other sites More sharing options...
XLOX Posted December 29, 2013 Share Posted December 29, 2013 gl Link to comment Share on other sites More sharing options...
BottersLyfe Posted December 29, 2013 Share Posted December 29, 2013 Damn, looks sick, must be alot of work! Good job man Link to comment Share on other sites More sharing options...
SAHI Posted December 29, 2013 Share Posted December 29, 2013 will this work for dungeons as well such as getting to freminik slayer dungeon and brimhaven dungeon? and tzhaar dungeon? and also tree gnome stronghold would be nice... Link to comment Share on other sites More sharing options...
Stark Posted December 29, 2013 Author Share Posted December 29, 2013 will this work for dungeons as well such as getting to freminik slayer dungeon and brimhaven dungeon? and tzhaar dungeon? and also tree gnome stronghold would be nice... If you give me a list of all the dungeons/areas that aren't already on my list, I'll add them to my list and map them out when I can It *can*, in theory, support absolutely everywhere in RS, if I map it out. Link to comment Share on other sites More sharing options...
SAHI Posted December 30, 2013 Share Posted December 30, 2013 Here is a list of every city on runescape A Al Kharid Ape Atoll Ardougne B Bandit Camp (Wilderness) Barbarian Village Brimhaven Burgh de Rott Burthorpe C Canifis Catherby D Dorgesh-Kaan Draynor Village E East Ardougne Edgeville Entrana Etceteria F Falador Fremennik Isles G Goblin Village Gu'Tanoth H Harmony Island Hemenster I IcebergJ Jatizso Jiggig L Lletya Lumbridge Lunar Isle M Meiyerditch Menaphos Miscellania Mort'ton Mos Le'Harmless Moss Giant Island Mountain Camp Musa Point N Nardah Neitiznot P Piscatoris Fishing Colony Pollnivneach Port Khazard Port Phasmatys Port Sarim Prifddinas R Rellekka Rimmington S Sanguinesti region Seers' Village Shilo Village Sophanem T Tai Bwo Wannai Taverley Templates Tree Gnome Stronghold Tree Gnome Village Troll Stronghold (area) Tyras Camp TzHaar City U UzerV VarrockW West Ardougne Witchaven Witchhaven Y YanilleZ Zanaris and here is a location of every dungeon on runescape im not sure of what you have or dont have... Asgarnia Edit Asgarnian Ice Caves Dwarven Mines Falador Mole Lair Melzar's Maze Mouse Hole Taverley Dungeon Kandarin Edit Ancient Cavern Ardougne Sewers Clock Tower Basement Eagle's Peak Dungeon Elemental Workshop Goblin Cave Mogre Camp (Port Khazard) Observatory Dungeon Temple of Ikov Tower of Life Basement Underground Pass Waterfall Dungeon White Wolf Mountain Caves Witchaven Shrine Dungeon Yanille Agility Dungeon Karamja Edit Brimhaven Dungeon Crandor and Karamja Dungeon Jogre Dungeon Kharazi Dungeon Kharidian desert Edit Enakhra's Temple Kalphite Lair Smoke Dungeon Sophanem Dungeon Water Ravine Dungeon Misthalin Edit Digsite Dungeon Dorgeshuun Mines Draynor Sewers Dungeon of Tolna Edgeville dungeon HAM Dungeon Lumbridge Swamp Caves Saradomin Shrine (Paterdomus) Stronghold of Security Tunnels of Chaos Varrock Sewers Morytania Edit Abandoned Mine with Tarn's Lair Barrows Experiment Cave Shade Catacombs Slayer Tower Fremennik Province Edit Brine Rat Cavern Fremennik Slayer Dungeon Lighthouse Feldip Hills Edit Jiggig Burial Tomb Ogre Enclave Wilderness Edit Deep Wilderness Dungeon King Black Dragon Lair Lava Maze Dungeon Other Edit Ape Atoll Dungeon Dorgesh-Kaan South Dungeon Dungeon (Player-owned house) Entrana Dungeon Evil Chicken's Lair Grand Tree Tunnels Jatizso Mines Lunar Isle Mine Miscellania & Etceteria Dungeon Mos'Le Harmless Caves Underwater Tunnel Waterbirth Dungeon Not ure which ones have monsters in or whatnot Link to comment Share on other sites More sharing options...
Mikasa Posted December 30, 2013 Share Posted December 30, 2013 Good luck, not too sure why osbot still doesn't have this implemented D: Link to comment Share on other sites More sharing options...
Elysian Posted December 30, 2013 Share Posted December 30, 2013 Good luck, not too sure why osbot still doesn't have this implemented D: I'm pretty sure this is actually going to be implemented in the release of OSBot 2. Link to comment Share on other sites More sharing options...
Mikasa Posted December 30, 2013 Share Posted December 30, 2013 I'm pretty sure this is actually going to be implemented in the release of OSBot 2. Whenever that'll be. Link to comment Share on other sites More sharing options...
SuperHeadie Posted December 30, 2013 Share Posted December 30, 2013 good luck with this!!! Link to comment Share on other sites More sharing options...
Sex Posted December 30, 2013 Share Posted December 30, 2013 Goodluck with this. Link to comment Share on other sites More sharing options...
Pikachu111 Posted December 30, 2013 Share Posted December 30, 2013 I'm pretty sure this is actually going to be implemented in the release of OSBot 2. No that will only navigate the ground map AKA 2D walking but this will be 3D walking, also this will be able to uses shortcuts Link to comment Share on other sites More sharing options...
Bmwe30 Posted December 30, 2013 Share Posted December 30, 2013 best of luck mate Link to comment Share on other sites More sharing options...
FrostBug Posted January 2, 2014 Share Posted January 2, 2014 - Implemented Djikstra's algorithm to calculate a route from any node to another node in fastest way possible Why Dijkstra? Using a heuristic based algorithm would likely be a lot faster. (A* might outperform Dijkstra quite a bit with an accurate heuristic) Link to comment Share on other sites More sharing options...