Skip to content
View in the app

A better way to browse. Learn more.

OSBot :: 2007 OSRS Botting

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.

[2.3.117] getSuitablePoint bug

Featured Replies

1. A description of the issue

GraphicUtilities#getSuitablePoint(MouseDestination) returns null more often than not, when the destination points to a moving/animated entity, or if the player or camera is moving.

 

2. Are you receiving any errors in the client canvas or the logger?

 

3. How can you replicate the issue?

Getting the suitable point for moving/animated entities, or get them while moving the player/camera.

MoveMouseEvent will often immediately fail for EntityDestinations

 

4. Has this issue persisted through multiple versions? If so, how far back?

Started happening probably somewhere between 2.3.114 and 2.3.117

Are you using this method by itself or are you referring to InteractionEvent? This method is supposed to return null if a suitable point is not found; InteractionEvent should be locking onto moving entities and updating the target as it moves.

  • Author

Are you using this method by itself or are you referring to InteractionEvent? This method is supposed to return null if a suitable point is not found; InteractionEvent should be locking onto moving entities and updating the target as it moves.

 

I assume it uses EntityDestination to achieve this, though.

What I'm doing (which is failing) is using a MoveMouseEvent created from an EntityDestination. And the event immediately fails for animated/moving entities, or for stationary entities while the camera or player moves.

 

It did not fail prior to the 2.3.117 stable release

 

I assume it uses EntityDestination to achieve this, though.

What I'm doing (which is failing) is using a MoveMouseEvent created from an EntityDestination. And the event immediately fails for animated/moving entities, or for stationary entities while the camera or player moves.

 

It did not fail prior to the 2.3.117 stable release

 

 

If you know for sure that it was an issue from 116->117, it would definitely limit my search a lot. Otherwise it's not too much of a problem, I'll start looking poking around.

  • Author

If you know for sure that it was an issue from 116->117, it would definitely limit my search a lot. Otherwise it's not too much of a problem, I'll start looking poking around.

 

Unfortunately I don't know if it started in 2.3.115 or 2.3.117

 

this is what I'm using for debugging right now

 

99645f30951808304b403b6ff8611bb8.png

80036cfeebb516dd0be3f6c568ae1b1d.png

 

When failing, it will make no attempt to move the mouse at all. The NPC was fully visible at all time.

It can also be tested against stationary animated objects; but it won't fail as often.

 

Hey just letting you know that I haven't forgot about this issue; I'm still pretty busy with work and will most likely be able to sit down around Wednesday/Thursday. If this is completely breaking your script and you need to have a fix, try using vanilla interactions. Otherwise hang tight.

Recently Browsing 0

  • No registered users viewing this page.

Account

Navigation

Search

Search

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.