Alek Posted September 20, 2014 Share Posted September 20, 2014 This update features a handful of new tools for scripters along with improvements to interactions. Additionally, a large portion of the bot has undergone many revisions in support of our future projects. Both scripters and botters should feel the positive effects of this release. If you would like to learn how to script, please visit these tutorials: Setup guide: http://osbot.org/forum/topic/60538-setup-instructions-to-start-scripting-very-easy/ Basic script guide: http://osbot.org/forum/topic/60535-osbot-script-skeleton-the-minimum-code-to-make-a-script/ OSBot 2.2.28 @Alek's changes: API - Scripters Only -Added localWalker methods walkPath(List<Position>) and walkPath(Position[]) Walks a path using the order in the provided position list. This method will start the path wherever your player is closest to in the position list. If your player cannot reach a position in the path, this method will attempt to generate a new path that will find the unreachable position. -Added localWalker method waitUntilIdle() -Added localWalker method findPosition(Position p); (Finds a position halfway between you and the target) -Added Utilities class --Added utilities method getMinValue(int[]); (Finds the position of the smallest int in an array) --Added utilities method int[] convertIntegers(List<Integer>) -Added MoveMouseEvent(RS2InterfaceChild child) -Added NPC method hover() -Patched ItemContainer hover() method -Patched all Interactable hover() methods -All Interactable hover() methods are now boolean type Notes: The walkPath() method is very inclusive and may contain some bugs on the initial release. All - Scripters and Botters InteractionEvent by default checks if an entity is on screen before attempting to walk to it. Previously if an entity was on screen but met the distance threshold criteria, it would still walk to the entity. Scripters can override the isVisible default check by setting the walkingDistanceThreshold in InteractionEvent. Notes: The InteractionEvent change has been tested but as always, cannot be fully tested until it reaches the masses. Shout out to for all the bug reports! Thanks for using OSBot -The OSBot Team 10 Link to comment
Joseph Posted September 20, 2014 Share Posted September 20, 2014 Alek always hears my request, and usually fixes it. #AlekTheSavior 3 Link to comment
Bubble Posted September 20, 2014 Share Posted September 20, 2014 Nice work and nice tutorials! Link to comment
Administrator Maldesto Posted September 20, 2014 Administrator Share Posted September 20, 2014 Sweet nice release. Link to comment
BotRS123 Posted September 20, 2014 Share Posted September 20, 2014 Thanks for the updates. Link to comment
Apaec Posted September 20, 2014 Share Posted September 20, 2014 yay, finally a universal walk method. Thanks lads! will be pushing updates to my scripts to utilise this feature! also a minor suggestion - could you potentially add a built in run handler to the method ? instead of walkPath([]positions) it could be localwalker.walkPath([]pos, int runOnAt, int runOffAt, int deviation) ? idk just a suggestion, as always thanks alek + all others involved, Apaec Link to comment
Joseph Posted September 20, 2014 Share Posted September 20, 2014 yay, finally a universal walk method. Thanks lads! will be pushing updates to my scripts to utilise this feature! also a minor suggestion - could you potentially add a built in run handler to the method ? instead of walkPath([]positions) it could be localwalker.walkPath([]pos, int runOnAt, int runOffAt, int deviation) ? idk just a suggestion, as always thanks alek + all others involved, Apaec Careful walking method still in beta. 1 Link to comment
Alek Posted September 20, 2014 Author Share Posted September 20, 2014 The walking should be pretty stable, but I would definitely test it before releasing it in your scripts. Let me know how it works for you guys. Link to comment
Volta Posted September 20, 2014 Share Posted September 20, 2014 InteractionEvent by default checks if an entity is on screen before attempting to walk to it. Previously if an entity was on screen but met the distance threshold criteria, it would still walk to the entity. Scripters can override the isVisible default check by setting the walkingDistanceThreshold in InteractionEvent. Finally ! Thanks Link to comment
doodooswag45 Posted September 25, 2014 Share Posted September 25, 2014 Awesome update bro Link to comment
TJL590 Posted September 29, 2014 Share Posted September 29, 2014 (edited) Why does the bot still click on some of the randoms??! I keep getting teleported away... This is wrong... Edited September 29, 2014 by TJL590 1 Link to comment