Th3 Posted June 2, 2014 Share Posted June 2, 2014 (edited) What's the best way to get the best walkable tile (which is the highlighted one) dynamically? This is not hard when the entity is 1x1 but when its larger it gets bit harder. I know we got DynamicCircularPathFinder but its painfully slow and wrong many times. I tried to backport an old script by Zalgo but could not get it to work. http://pastebin.com/kaxySJPT http://pastebin.com/84myWrSk I can get the size & orientation then array thru all the postions the entity covers and array once more the area around those postions for tiles with 0 flag but I don't think that's an efficient or ideal way to do it. Edited June 2, 2014 by Th3 2 Link to comment Share on other sites More sharing options...
Jack Posted June 2, 2014 Share Posted June 2, 2014 (edited) sorry a little off topic but chatbox is down. how do i get my player skill stats in osbot 2? client.getSkills().getLevel(Skill.ATTACK); ^ that no longer works is it getSkills().getDynamic(Skill.ATTACK); or getSkills().getStatic(Skill.ATTACK); Edited June 2, 2014 by Jack Link to comment Share on other sites More sharing options...
Precise Posted June 2, 2014 Share Posted June 2, 2014 (edited) sorry a little off topic but chatbox is down. how do i get my player skill stats in osbot 2? client.getSkills().getLevel(Skill.ATTACK); ^ that no longer works skills.getStatic(Skill.ATTACK); skills.getDynamic(Skill.ATTACK); sorry dynamic changes and static stays the same Edited June 2, 2014 by precise 2 Link to comment Share on other sites More sharing options...
Th3 Posted June 2, 2014 Author Share Posted June 2, 2014 sorry a little off topic but chatbox is down. how do i get my player skill stats in osbot 2? client.getSkills().getLevel(Skill.ATTACK); ^ that no longer works is it getSkills().getDynamic(Skill.ATTACK); or getSkills().getStatic(Skill.ATTACK); //current level skills.getDynamic(Skill.ATTACK); //real level skills.getStatic(Skill.ATTACK); //xp skills.getExperience(Skill.ATTACK); 1 Link to comment Share on other sites More sharing options...
Joseph Posted June 7, 2014 Share Posted June 7, 2014 How were you able to access the collision flags? I can't seem to figure it out Link to comment Share on other sites More sharing options...
Swizzbeat Posted June 7, 2014 Share Posted June 7, 2014 (edited) How were you able to access the collision flags? I can't seem to figure it out int[][] flags = client.getClippingPlanes()[sI.client.getPlane()].getTileFlags(); Then get individual tile flag using local x/y index in the flag array. @OP use a pathfinding algorithm to find a path from your position to the destination? Just map the current region and any un-walkable tiles can be set as blocking with the algorithm. Edited June 7, 2014 by Swizzbeat Link to comment Share on other sites More sharing options...
Dog_ Posted June 7, 2014 Share Posted June 7, 2014 bi dijkstra Link to comment Share on other sites More sharing options...
Swizzbeat Posted June 7, 2014 Share Posted June 7, 2014 bi dijkstra Why would you want to use that here? Wouldn't it be pointless considering he knows the destination and the heuristic would just make finding the path faster? 1 Link to comment Share on other sites More sharing options...
PolishCivil Posted June 7, 2014 Share Posted June 7, 2014 U need to loop neighbours, thats all. Idk why u need it. Link to comment Share on other sites More sharing options...
Th3 Posted June 7, 2014 Author Share Posted June 7, 2014 U need to loop neighbours, thats all. Idk why u need it. So looping through entity position neighbors is the way to go? Link to comment Share on other sites More sharing options...