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Interaction issue if <50% visible objects.

Featured Replies

  • Developer

Since you closed previous post WITHOUT posting anything usefull.


THIS is a bug report nto a suggestion.


 


How are we susposed to make a proper script when this kind of trash happends.


I take crap all day from users complaining about these issues, I'm just passing them to you guys now.


Stop closing this topics and get it fixed or edited so we can PROPERLY make our scripts.


 


atm its more about debugging and adding failsafes to scripts then actually coding a scripts ... sleep.png


Which is retarded really.


 


AGAIN:


 


1. A description of the issue


Impossible to interact objects that are less then 50% visible.. but object.isVisible() returns true, meaning it SHOULD be able to interact right?!


It's possible to interact with the obstacle inside the whole black area, but still interactionEvent fails to click the object. causing me to make it walk closer and waste time ... 


 


 


 


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


No


 


3. How can you replicate the issue?


make a object 50% visible and try to interact with it.


 


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


been like this for couple weeks, it's really starting to work on my nerfs.


Edited by Khaleesi Scripts

This event is a convenience to rapidly develop scripts. If you are using InteractionEvent, then you are accepting its custom checks and actions. The API affords you all the tools to create your own interactions if you want full control.

 

With this said, your code is redundant if you are checking visibility, operating the camera, walking towards the destination, or creating custom click methods. 

  • Author
  • Developer

Not trying to be a douche but I want a solution for this.

These bugs really take up all my time trying to make workaround or custom interaction to fix some stuff...

 

How can we interact properly without getting a script stuck?

Feel free to give me some tips...

 

How can we proper interatc with a object if the visible returns true but we can't interact with it?

why not use the same visibility checks in both methods?

Either the one you use in the interaction method or the one provided.

if(object.isVisible())
object.interact()
else
walkCloser();

Khaleesi

Not trying to be a douche but I want a solution for this.

These bugs really take up all my time trying to make workaround or custom interaction to fix some stuff...

 

How can we interact properly without getting a script stuck?

Feel free to give me some tips...

 

How can we proper interatc with a object if the visible returns true but we can't interact with it?

why not use the same visibility checks in both methods?

Either the one you use in the interaction method or the one provided.

if(object.isVisible())
object.interact()
else
walkCloser();

Khaleesi

 

That's not how you would use interactions at all. I even have a test question about this on the Scripter 2 application because a lot of people are using it incorrectly.

 

The visibility method is completely different because it has to account for various things such as if the entity is stacked (ground items, npcs, etc), along with a few mouse optimizations.

 

Replace your code above with just:

object.interact();

 

If you really want to set your own walking and camera movements, then create a new InteractionEvent and disable camera and/or walking. This still won't guarantee that the entity will be suitable for creating a mouse destination.

  • Author
  • Developer

This event is a convenience to rapidly develop scripts. If you are using InteractionEvent, then you are accepting its custom checks and actions. The API affords you all the tools to create your own interactions if you want full control.

 

With this said, your code is redundant if you are checking visibility, operating the camera, walking towards the destination, or creating custom click methods. 

 

You provide us the interactionevent, but we can't do shit with it bcs YOU use custom checks which we can't acces.

The API doesn't affords to make own interactions. While making own interactions I stumbled onto 2-3 issues, which made me give up.

 

This isn't about my code, this is about osbot not being able to provide the scripts the things we need to make proper scripts.

 

This interaction issue has been going on for 4-5 months now ...

 

Issues:

- Give us the custom visiblity check, so we atleast can Interact with something the methods knows it can interact with

- Object.getmodel.getArea is broken, returns random triangles of the object instead of the whole area.

- Mouse spazz everytime you interact with an entity, need to hover object 4-5 times before clicking at some points.

 

Feel free to tell me if I'm wrong.

 

khaleesi

That's not how you would use interactions at all. I even have a test question about this on the Scripter 2 application because a lot of people are using it incorrectly.

 

The visibility method is completely different because it has to account for various things such as if the entity is stacked (ground items, npcs, etc), along with a few mouse optimizations.

 

Replace your code above with just:

object.interact();

 

If you really want to set your own walking and camera movements, then create a new InteractionEvent and disable camera and/or walking. This still won't guarantee that the entity will be suitable for creating a mouse destination.

 

You tell me how do we scripters know how to use it? there is like NO documentation at any method.

Always debug a method first to see what it does at what it doesn't ... then after a while a method got changed and who knows what it does after that.

 

int he first place object.interact should NOT handle anything to do with camera or walking...

You always make it your diffiduclt when there easier ways to do something.

 

object.interact still has the same issue I stated in my prev post:

- Mouse spazz with almost every interaction, which makes 50% of users complain about being bot like and I can't deny it.

Edited by Khaleesi Scripts

The API doesn't affords to make own interactions. While making own interactions I stumbled onto 2-3 issues, which made me give up.

 

Everything in InteractionEvent is made using the public API, meaning that any scripter can make an exact replica of InteractionEvent.

 

This isn't about my code, this is about osbot not being able to provide the scripts the things we need to make proper scripts.

 

Once again, nothing in InteractionEvent is secret. Everything in it can be found and made using the public API. 

 

Give us the custom visiblity check, so we atleast can Interact with something the methods knows it can interact with

 

The visibility check is NOT portable.

-If you are checking visibility before interacting with an object, you are not using this event correctly. 

-If you are adjusting your camera before interacting with an object, you are not using this event correctly.

-If you are walking to an object before interacting with it, you are not using this event correctly.

-If you are checking to see if your inventory has an item selected before interacting, you are not using this event correctly.

 

 

  • Author
  • Developer

Everything in InteractionEvent is made using the public API, meaning that any scripter can make an exact replica of InteractionEvent.

 

Once again, nothing in InteractionEvent is secret. Everything in it can be found and made using the public API. 

 

The visibility check is NOT portable.

-If you are checking visibility before interacting with an object, you are not using this event correctly. 

-If you are adjusting your camera before interacting with an object, you are not using this event correctly.

-If you are walking to an object before interacting with it, you are not using this event correctly.

-If you are checking to see if your inventory has an item selected before interacting, you are not using this event correctly.

 

Whatever man, there is no way to discuss with you ... All you do is deny everything and delete posts I make.

 

We scripters have like no way to properly contact you except this forum.

You took a distance of us and nwo it backfires.

 

I feel that making bug reports is a waste of my time since everything I post gets denied almost instantly, just like all other scripters.

 

Feel free to close this trash topic.

 

Kind regards

Khaleesi

Edited by Khaleesi Scripts

Whatever man, there is no way to discuss with you ... All you do is deny everything and delete posts I make.

 

We scripters have like no way to properly contact you except this forum.

You took a distance of us and nwo it backfires.

 

I feel that making bug reports is a waste of my time since everything I post gets denied almost instantly, just like all other scripters.

 

Feel free to close this trash topic.

 

Kind regards

Khaleesi

 

InteractionEvent is supposed to do everything for you, that is the point of it. You're not supposed to check if the entity is on screen, you are not supposed to check to see if your inventory is open. If you want to write the checks yourself, then you can easily do that using the public API. 

 

We're not splitting apart random snippets of code from this event to make them into separate methods. The super secret stuff we're using in InteractionEvent include:

-MenuAPI

-Entity models

-GraphicUtilities

-ItemContainer

-WalkingEvent

-CameraEvent

-Map

 

I carefully read what you were concerned about; you were wondering why isVisible() returns true whereas InteractionEvent would return false on that check. In response I mentioned that there is a custom visibility check which is optimized for entity stacks, GraphicUtilities, and then passing it to mouse events which are later used. This is not a bug. You are trying to check for something which is already handled in the event.

  • Author
  • Developer

InteractionEvent is supposed to do everything for you, that is the point of it. You're not supposed to check if the entity is on screen, you are not supposed to check to see if your inventory is open. If you want to write the checks yourself, then you can easily do that using the public API. 

 

We're not splitting apart random snippets of code from this event to make them into separate methods. The super secret stuff we're using in InteractionEvent include:

-MenuAPI

-Entity models

-GraphicUtilities

-ItemContainer

-WalkingEvent

-CameraEvent

-Map

 

I carefully read what you were concerned about; you were wondering why isVisible() returns true whereas InteractionEvent would return false on that check. In response I mentioned that there is a custom visibility check which is optimized for entity stacks, GraphicUtilities, and then passing it to mouse events which are later used. This is not a bug. You are trying to check for something which is already handled in the event.

 

Ok i get it but the thing is that I don't want the camera to rotate to the object if it's not "visible" (visible for interactionEvent).

I want to rotate the camera myself to a certain position to optimize the speed... which is most of the times a few degrees smile.png

 

Now it rotates the camera way to far and has to spin it back at the next obstacle and again 2 obtacles further, or it changed the pitch to maximum height so the obstacles isn't visible anymore causing it to walk closer to it, isntead of just lowering the pitch a bit and clicking it smile.png

 

Still got this question :

How is the interactionevent not able to interact with an object that is on 1/10 of the gamescreen? :s

A human would click the obstacle, but now it walks closer if you let the event take control, even taking more time to move mouse twice.

 

So If you combine this with the camera rotations the speed is halfed as it should be sad.png

 

I'll test the new version you pushed and give you some feedback on it.

 

EDIT:

Can you take a look at entity.getmodel.getArea(gridx,gridY,Z)?

Shouldn't it return the whole area instead of a random triangle of the model each time?

What method did you use to get it in graphicsutilities to draw the objects model?

I also made a bug report about this ^

 

Khaleesi

Edited by Khaleesi Scripts

 

Ok i get it but the thing is that I don't want the camera to rotate to the object if it's not "visible" (visible for interactionEvent).

I want to rotate the camera myself to a certain position to optimize the speed... which is most of the times a few degrees smile.png

 

Then disable camera movement in the event.

 

Still got this question :

How is the interactionevent not able to interact with an object that is on 1/10 of the gamescreen? :s

A human would click the obstacle, but now it walks closer if you let the event take control, even taking more time to move mouse twice.

 

Use 2.4.8.

 

The other stuff I'll look at probably later this weekend.

  • Author
  • Developer

Then disable camera movement in the event.

Use 2.4.8.

 

The other stuff I'll look at probably later this weekend.

 

2.4.8 looks pretty good to me, except few minor things.

 

when I disable the camera movement I got no way to check if its actually visible then xD

I can rotate my camera and 95% of the tiems it will be right but that 5 % it will be stuck trying to interact with the obstacle but it can't.

 

Btw if the interacteven tries to walk closer it spammclicks the minimap a few times.

 

What you see in the gif:

- clicks minimap a few times.

- The interaction seems to click the objects in 95% the cases, it does click less visible objects now QwPha8E.png

 

here is a other 5% GIF :D

79c6b919ee779bef011eb73ab0fa3c31.gif

Edited by Khaleesi Scripts

2.4.8 looks pretty good to me, except few minor things.

 

when I disable the camera movement I got no way to check if its actually visible then xD

I can rotate my camera and 95% of the tiems it will be right but that 5 % it will be stuck trying to interact with the obstacle but it can't.

 

Btw if the interacteven tries to walk closer it spammclicks the minimap a few times.

 

What you see in the gif:

- clicks minimap a few times.

- The interaction seems to click the objects in 95% the cases, it does click less visible objects now QwPha8E.png

 

here is a other 5% GIF biggrin.png

 

 

Looks like a camera calculation or event that isn't quite correct, I'll try and find some time to work on it.

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