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Avoiding Exploding rocks


Honeycomb

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Does it turn into an NPC? Or does it giveout an animation?

 

I believe it has an animation, and I've noticed that it has a verticeCount > 128 (due to the added animation), while regular rocks have a verticeCount < 128, so I tried

while (client.getMyPlayer().isAnimating()) {
	if (closestRock.getModel().getVerticeCount() > 128) {
		walkMiniMap(new Position(client.getMyPlayer().getPosition().getX() + random(-1, 1), client.getMyPlayer().getPosition().getY() + random(-1, 1), 0));
		this.MRT = random(2048, 4096);
		sleep(this.MRT);
	}
}

, but it isn't working...

your rock id changes, make a constant check on what your player is interacting with.

 

Can you point me to the method that allows me to get the object that my character is interacting with?

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As an example, when I successfully click on a tree and begin cutting, I set a global RS2Object named currentTree to the tree I just cut. Then I have it constantly check to see if the ID changes. When a tree turns into an ent my script changes to a different tree (automatic), or if there is none, walks away to stop cutting (extra method). I imagine you could do the same with exploding rock.

Edited by TheSaint
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