Developer Maxi Posted April 11, 2013 Developer Share Posted April 11, 2013 Hi everyone! I have fixed the walking completely. It was unfortunate it wasn't tested that well before, but when I had a closer look the method to calculate minimap coordinates was completely off. I have also extend the api for walking, making it as customizable as you like: /** * Walks to a location and makes sure your ending position is the specified destination. * @param dest The specified destination to go to. * @return * @throws InterruptedException */ public boolean walkExact(Position dest) throws InterruptedException /** * Walks to a location and makes sure your ending position is the specified destination. * @param dest The specified destination to go to. * @param mainScreenDistanceThreshold The distance to the destination for which this method will use main * screen walking. Beyond this distance, it will use minimap walking. * @return * @throws InterruptedException */ public boolean walkExact(Position dest, int mainScreenDistanceThreshold) throws InterruptedException /** * Walks to a location but doesn't make sure your ending destination is exactly as specified. Usually it will be, * but it could be 1 or 2 tiles off. * @param dest The specified destination to go to. * @return * @throws InterruptedException */ public boolean walk(Position dest) throws InterruptedException /** * Walks to a location with the specified distance threshold for main screen walking, but doesn't make sure * your ending destination is exactly as specified. Usually it will be, * but it could be 1 or 2 tiles off. * @param dest The destination specified to go to. * @param mainScreenDistanceThreshold The distance to the destination for which this method will use main * screen walking. Beyond this distance, it will use minimap walking. * @return * @throws InterruptedException */ public boolean walk(Position dest, int mainScreenDistanceThreshold) throws InterruptedException /** * Walks towards a position on the map. * @param dest The destination. * @param forcePosition Whether or not to make sure the ending position is the same as the specified destination. * @param mainScreenDistanceThreshold The distance to the destination for which this method will use main * screen walking. Beyond this distance, it will use minimap walking. * @throws InterruptedException */ public boolean walk(Position dest, boolean forcePosition, int mainScreenDistanceThreshold) throws InterruptedException 1 Link to comment Share on other sites More sharing options...
Developer Maxi Posted April 11, 2013 Author Developer Share Posted April 11, 2013 Furthermore we added a fix for checking entity facing where it regarded other characters facing your local player. This functions properly now. I also added this little method for it, to make it easier to check: /** * Returns whether this character is facing, or as you may call it interacting, with the * specified Character. * @param character The specified character. * @return */ public boolean isFacing(Character character)Last but not least Laz and I are trying to get this update ready for today with the features we mentioned all over the forums.Stay tuned,Maxi Link to comment Share on other sites More sharing options...
LupeKid Posted April 11, 2013 Share Posted April 11, 2013 Has this been added to the bot already or for the next update? Link to comment Share on other sites More sharing options...
Dustin Posted April 11, 2013 Share Posted April 11, 2013 Has this been added to the bot already or for the next update? I do believe its already added (He is talking in past tense) Thanks Maxi! Link to comment Share on other sites More sharing options...
EXITSUCCESS Posted April 11, 2013 Share Posted April 11, 2013 sweet man thanks for all the work. I am correct in my understanding that the bot's walking method walkExact for example will walk to any given tile in the game without the need to set up pathing (of course sometimes it may be desired, for which you could just use a number of walk methods using closer together directed tiles) ? Link to comment Share on other sites More sharing options...
XavierM Posted April 11, 2013 Share Posted April 11, 2013 Great improvements Link to comment Share on other sites More sharing options...
GoldenGates Posted April 11, 2013 Share Posted April 11, 2013 Very well done. Now fix the interacting please. :P Link to comment Share on other sites More sharing options...
Developer Maxi Posted April 11, 2013 Author Developer Share Posted April 11, 2013 This update is not released. Updates in this section are never released until the next release. And @gates, read my post it's there ;). Link to comment Share on other sites More sharing options...
FrostyPops Posted April 11, 2013 Share Posted April 11, 2013 yay. i gave up on a script i was making yesterday because of walking but now i can get back to it! Link to comment Share on other sites More sharing options...
Aloha Posted April 12, 2013 Share Posted April 12, 2013 Thanks for fixing walking. Link to comment Share on other sites More sharing options...
Muroth Posted April 12, 2013 Share Posted April 12, 2013 Thanks for the update, is the camera rotation also fixed? It would spin out of control during walking sometimes. Great release guys. Link to comment Share on other sites More sharing options...
Brett Posted April 12, 2013 Share Posted April 12, 2013 Great work, Maxi! Link to comment Share on other sites More sharing options...
FrostyPops Posted April 12, 2013 Share Posted April 12, 2013 (edited) My walking was working yesterday before the update and now it won't work at all? edit: banking won't work either. Edited April 12, 2013 by FrostyPops Link to comment Share on other sites More sharing options...
Method1234 Posted April 16, 2013 Share Posted April 16, 2013 (edited) Looking great. Edited April 16, 2013 by Method Link to comment Share on other sites More sharing options...
Nareg Posted April 19, 2013 Share Posted April 19, 2013 Im having trouble logging in..? it just started this second Link to comment Share on other sites More sharing options...