Pro Posted March 26, 2015 Share Posted March 26, 2015 Having the same issue as someone else who posted here with the bot walking to a weird area and just standing there. I'm using Khali's Runecrafter and I also posted there in case it had something to do with his script, but he insists that it's the client. Link to comment Share on other sites More sharing options...
Khaleesi Posted March 26, 2015 Share Posted March 26, 2015 (edited) Having the same issue as someone else who posted here with the bot walking to a weird area and just standing there. I'm using Khali's Runecrafter and I also posted there in case it had something to do with his script, but he insists that it's the client. Maybe there is some miscalculation in calculating the localX and localY from the globalX and Y? I assume that the localX and localY are used to click the minimap? The code to walk Closer to the ruin as said on the status is: (object being the Myserious ruins) Settings.status = "Walking closer to " + object.getName(); script.localWalker.walk(object, true); Utils.sleep(script, 100, 400); Does osbot return the ruins on a wrong position? kind regards Khaleesi Edited March 26, 2015 by Khaleesi 2 Link to comment Share on other sites More sharing options...
Pro Posted March 26, 2015 Author Share Posted March 26, 2015 (edited) Maybe there is some miscalculation in calculating the localX and localY from the globalX and Y? I assume that the localX and localY are used to click the minimap? The code to walk Closer to the ruin as said on the status is: Settings.status = "Walking closer to " + object.getName(); script.localWalker.walk(object, true); Utils.sleep(script, 100, 400); kind regards Khaleesi Thanks Khaleesi, I assume that localWalker is bugged and needs to be updated. Just curious, what is it used for in your script? Can it be removed? Because like I mentioned on the other thread, I'm standing literally the tile adjacent to the ruins and instead of entering it just walks away. Otherwise it's working pretty well ^^ Edited March 26, 2015 by Pro Link to comment Share on other sites More sharing options...
Khaleesi Posted March 26, 2015 Share Posted March 26, 2015 Thanks Khaleesi, I assume that localWalker is bugged and needs to be updated. Just curious, what is it used for in your script? Can it be removed? Cause otherwise it's running flawlessly. No can't be removed ... or I need to make my own localwalker.. Link to comment Share on other sites More sharing options...
Developer MGI Posted March 26, 2015 Developer Share Posted March 26, 2015 Maybe there is some miscalculation in calculating the localX and localY from the globalX and Y? I assume that the localX and localY are used to click the minimap? The code to walk Closer to the ruin as said on the status is: (object being the Myserious ruins) Settings.status = "Walking closer to " + object.getName(); script.localWalker.walk(object, true); Utils.sleep(script, 100, 400); Does osbot return the ruins on a wrong position? kind regards Khaleesi does your script move camera when walking? is new region load being performed while walking? Link to comment Share on other sites More sharing options...
Khaleesi Posted March 26, 2015 Share Posted March 26, 2015 (edited) does your script move camera when walking? Uhm not really, only to interact with the altar maybe. Even though I'm usting the localwalker.walk(object,"true"). the "true" means it can use camera if needed? Want me to remove the "true"? Edited March 26, 2015 by Khaleesi Link to comment Share on other sites More sharing options...
Developer MGI Posted March 26, 2015 Developer Share Posted March 26, 2015 Uhm not really, only to interact with the altar maybe. Even though I'm usting the localwalker.walk(object,"true"). the "true" means it can use camera if needed? Want me to remove the "true"? You can try using false. Though, does the issue happen after new region has been loaded or always? Link to comment Share on other sites More sharing options...
Pro Posted March 26, 2015 Author Share Posted March 26, 2015 You can try using false. Though, does the issue happen after new region has been loaded or always? It only happens once in a while during the pathing, it's standing there and the region does load once it hits the tile next to the ruins and then it switches from entering ruins to that status, but it does the same on other occasions and preforms just fine. Link to comment Share on other sites More sharing options...
Khaleesi Posted March 26, 2015 Share Posted March 26, 2015 (edited) You can try using false. Though, does the issue happen after new region has been loaded or always? I will remove the true and push an update, It only happens once in a while during the pathing, it's standing there and the region does load once it hits the tile next to the ruins and then it switches from entering ruins to that status, but it does the same on other occasions and preforms just fine. Ya idk The ruin gets loaded at a wrong place. MGI Icould it be it messes up the localX and localY and place them int he wrong region? So walker walks to the potions of the "ruins" in the wrong region? Khaleesi Edited March 26, 2015 by Khaleesi Link to comment Share on other sites More sharing options...
Pro Posted March 27, 2015 Author Share Posted March 27, 2015 I will remove the true and push an update, Ya idk The ruin gets loaded at a wrong place. MGI Icould it be it messes up the localX and localY and place them int he wrong region? So walker walks to the potions of the "ruins" in the wrong region? Khaleesi Have you pushed the update yet? If so I'll test it out. Link to comment Share on other sites More sharing options...
Khaleesi Posted March 27, 2015 Share Posted March 27, 2015 (edited) Have you pushed the update yet? If so I'll test it out. I did push it righ tnow, could take few hours to get through. keep me updated! Check for V0.32 in the paint Should be "fixed" then. Khaleesi Edited March 27, 2015 by Khaleesi Link to comment Share on other sites More sharing options...
iJodix Posted March 27, 2015 Share Posted March 27, 2015 The localWalker is acting all weird, if the tile isn't visible, like wall is infornt of the tile, it doesn't even bother to move camera. Link to comment Share on other sites More sharing options...
Pro Posted March 27, 2015 Author Share Posted March 27, 2015 I did push it righ tnow, could take few hours to get through. keep me updated! Check for V0.32 in the paint Should be "fixed" then. Khaleesi Just tested it, its still bugged Link to comment Share on other sites More sharing options...
Pro Posted March 28, 2015 Author Share Posted March 28, 2015 So yeah.. still a thing. Any plans to try and fix? Link to comment Share on other sites More sharing options...
Medic Posted March 28, 2015 Share Posted March 28, 2015 Can confirm this happens on a lot of other scripts in mirror mode. 1 Link to comment Share on other sites More sharing options...