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Walking.walk(Position/object)

Featured Replies

1. OSBot Version (do NOT put "current version", be specific)


2.4.33


 


2. A description of the issue. Include relevant logs.


While trying to walk to a certain position/object it doesn't do anything.


Script will just continue fine if I walk manually to the object.


 


Could it be NOT walking because the Position I provide is a gameobject itself?


 


I'm having issues with this in several of my scripts, Yak slayer, essence miner, motherlode, ...


They all have the same annoying thing, just not walking when it's susposed to sad.png


 


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


Nope just nothing. Just my debug text


 


4. How can you replicate the issue?


Code used: (It will output "trying to walk)"



script.log("trying to walk");
script.walking.walk(pos);

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


This issue started after I switchged from localwalker to Walking class.


Edited by Khaleesi

I'm going to go down a path which you're not going to like, but it's working fine for me. Could you give a little more insight into what's going on; distance, regions, npc/positions, etc.

  • Author

I'm going to go down a path which you're not going to like, but it's working fine for me. Could you give a little more insight into what's going on; distance, regions, npc/positions, etc.

 

that's the issue ... happends randomly, not always though :s

Some users experienced it twice in an hour, while others didn't for 24h..

 

I'll be trying to search for the issue on this one :s

 

Just made the topic, maybe you knew what would have caused this.

Will keep you up-to-date smile.png

 

Khaleesi

Edited by Khaleesi

I only have this issue when trying to walk to a position that is nearby but not on the screen. The walking api walks to anything that is over ~6 tiles away but not to anything in between. I've had scripts get stuck 1-2 tiles outside a bank and others that stand around until trees regrow when the script is supposed to run to any available tree in the area. It is easily reproduced.

Edited by Shiny

  • Author

I'm going to go down a path which you're not going to like, but it's working fine for me. Could you give a little more insight into what's going on; distance, regions, npc/positions, etc.

 

It happends more often then I assumed...

 

here:

5216a3eafda43436f6325484407679c2.png

 

Code used:

if (Utils.getDistance(myPlayer(), fire) < 4) {
   cook();
} else {
//This results in the issue above, just idles till logged out.
   walking.walk(fire);
}

 

It happends more often then I assumed...

 

here:

5216a3eafda43436f6325484407679c2.png

 

Code used:

if (Utils.getDistance(myPlayer(), fire) < 4) {
   cook();
} else {
//This results in the issue above, just idles till logged out.
   walking.walk(fire);
}

 

What is the boolean result of the method? Are you trying to walk to an unreachable position/object?

This same thing has been happening to me. I'll post a gif in a minute. 

It happens in about half or maybe more of the positions that are behind the area where the furnace is. 

 

Example of a position where it does not work:

50ba5c66393e93995ea127f4ecfc51cd.gif

 

Example of a position where it works:

674caed67e91eaaa980746e57938c2ad.gif

 

 

Code:

if (furnace.getPosition().distance(myPlayer()) < 3){ 
    //Use bar on furnace and make jewelry
} else {
    getWalking().walk(furnace.getPosition());
}

I have tried using a position instead of using the furnace to get the position, but it still didn't work. 

 

Edited by Kalispel

that's the issue ... happends randomly, not always though :s

Some users experienced it twice in an hour, while others didn't for 24h..

 

I'll be trying to search for the issue on this one :s

 

Just made the topic, maybe you knew what would have caused this.

Will keep you up-to-date smile.png

 

Khaleesi

 

Just saw this reply, but from my experience it happens based on what tile the player is standing on. Some will work, some wont. 

Been happening with me too. Specifically some tiles south of the GE, if I move the accounts slightly closer to the destination then it will start walking again.

Edited by Diclonius

  • Author

What is the boolean result of the method? Are you trying to walk to an unreachable position/object?

 

I finally encountered te issue agian with my debugging on:

 

code used:

if (walking.walk(TILE)) {
   log("Walking");
   Utils.sleep(this, 500, 1500);
  } else {
   log("Failed walking");
}

Output while standing still:

[INFO][Bot #1][02/01 03:01:41 PM]: Walking
[INFO][Bot #1][02/01 03:01:42 PM]: Walking
[INFO][Bot #1][02/01 03:01:43 PM]: Walking
[INFO][Bot #1][02/01 03:01:45 PM]: Walking
[INFO][Bot #1][02/01 03:01:46 PM]: Walking
[INFO][Bot #1][02/01 03:01:48 PM]: Walking
[INFO][Bot #1][02/01 03:01:49 PM]: Walking
[INFO][Bot #1][02/01 03:01:50 PM]: Walking
[INFO][Bot #1][02/01 03:01:51 PM]: Walking
[INFO][Bot #1][02/01 03:01:52 PM]: Walking
[INFO][Bot #1][02/01 03:01:54 PM]: Walking
[INFO][Bot #1][02/01 03:01:55 PM]: Walking
[INFO][Bot #1][02/01 03:01:55 PM]: Walking
[INFO][Bot #1][02/01 03:01:56 PM]: Walking
[INFO][Bot #1][02/01 03:01:58 PM]: Walking
[INFO][Bot #1][02/01 03:01:59 PM]: Walking

So it returns true, even though it didn't walk at all :)

 

Hope this helps!

Khaleesi

It always happends when the finish is fairly close to you ...

 

Saw it happening multiple times when it's only 4-7 tiles away but still offscreen :s

 

764064263ff41f66927d265eb4af9366.png

 

Threshold?

  • Author

Threshold?

 

Why should a simple walking.walk(Pos) have a treshold?

Whoever made that should have it removed immediatly sleep.png

 

Thx Kali<3, will test with WalkingEvent.

 

EDIT:

Was indeed the treshold, should have checked the APIs, but hey if it changes eveyr 2 months who can keep up with that xD

Still -> why does it have a standard treshhold? 

 

Khaleesi

Edited by Khaleesi

Why should a simple walking.walk(Pos) have a treshold?

Whoever made that should have it removed immediatly sleep.png

 

Thx Kali<3, will test with WalkingEvent.

 

EDIT:

Was indeed the treshold, should have checked the APIs, but hey if it changes eveyr 2 months who can keep up with that xD

Still -> why does it have a standard treshhold? 

 

Khaleesi

 

WalkingEvent has had a distance threshold since it was created years ago. 

 

LocalWalker and Walking classes:

Walks to the given area with a default WalkingEvent instance.

 

 

WalkingEvent:

Creates a walking event with a minDistanceThreshold of 2 and a miniMapDistanceThreshold of 5 to the location of the given position.

 

 

All of this was copy pasted directly from the API docs, not sure what the issue is.

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