lisabe96 Posted December 31, 2015 Posted December 31, 2015 (edited) if (!Settings.location.getArea().contains(myPosition())) { //If not in woodcutting area log("Left area, heading back..."); targetPosition = Settings.location.getTreePosition(); //Get area centre position localWalker.walk(targetPosition, true); //Move to position break; } Sometimes when I'm walking, the player doesn't stop on the exact target location but nearby. When this happens the player doesn't want to move anymore. As you can see in the code sample, I'm catching this however the player doesn't start moving anymore on calling walk. Edited December 31, 2015 by lisabe96
AresScripts Posted December 31, 2015 Posted December 31, 2015 if (!Settings.location.getArea().contains(myPosition())) { //If not in woodcutting area log("Left area, heading back..."); targetPosition = Settings.location.getTreePosition(); //Get area centre position localWalker.walk(targetPosition, true); //Move to position break;}Sometimes when I'm walking, the player doesn't stop on the exact target location but nearby.When this happens the player doesn't want to move anymore. As you can see in the code sample, I'm catching this however the player doesn't start moving anymore on calling walk. what client version are you using
lisabe96 Posted January 1, 2016 Author Posted January 1, 2016 what client version are you using 2.4.25
FrostBug Posted January 1, 2016 Posted January 1, 2016 2.4.25 Use the new walking API in the latest client version 1
AresScripts Posted January 1, 2016 Posted January 1, 2016 2.4.25 Right now the devs are re-doing most if not all of the walking in the API right now, so the transition is pretty rough. Its a difficult thing to debug so patience from the users is VERY appreciated. It should be back to business by Monday
lisabe96 Posted January 1, 2016 Author Posted January 1, 2016 (edited) I worked around it with some checks right now, doesn't hurt to have those anyways, even if the system would be working smooth Edited January 1, 2016 by lisabe96