high105 Posted March 1, 2016 Share Posted March 1, 2016 Hey so I'm trying to get out what projectiles npcs are sending. For instance, when fighting zulrah I want to know the projectile and/or the gfx ids when they're being casted on me. I don't know what to call for that. If someone could shed some light this way it would be very helpful. I'm doing this because I'm writing a script. Quote Link to comment Share on other sites More sharing options...
Extreme Scripts Posted March 1, 2016 Share Posted March 1, 2016 (edited) Can get the animation ID for each attack which is what you want to be doing. Just some advice, from your post it sounds like this is the first time your writing something for OSBot, I wouldn't write or even attempt a Zulrah script as yet as you wil 100% fuk it up make something simpler Edited March 1, 2016 by Extreme Scripts 1 Quote Link to comment Share on other sites More sharing options...
Vilius Posted March 1, 2016 Share Posted March 1, 2016 (edited) You get all the incoming projectiles, iterate trough them, find the projectile you need and with it do what ever you want. snippy snip snips: for (Projectile p : projectiles.getAll()) { if (p.getId().equals(*projectileID*)){ //do what ever } } Simple look up on RSPS forums brings up some id's which match with the zulrah projectiles. I'm guessing you want to pray flick between those two mage and range attacks mage projectile 1046 range projectile: 1044 Can get the animation ID for each attack which is what you want to be doing. Just some advice, from your post it sounds like this is the first time your writing something for OSBot, I wouldn't write or even attempt a Zulrah script as yet as you wil 100% fuk it up make something simpler Somehow an s1 knows how to do this stuff and u don't Edited March 1, 2016 by Vilius Quote Link to comment Share on other sites More sharing options...
Eagle Scripts Posted March 1, 2016 Share Posted March 1, 2016 Hey so I'm trying to get out what projectiles npcs are sending. For instance, when fighting zulrah I want to know the projectile and/or the gfx ids when they're being casted on me. I don't know what to call for that. If someone could shed some light this way it would be very helpful. I'm doing this because I'm writing a script. I would indeed advice what Extreme told you, checking for the animation would be the easiest way for you to go with this. Goodluck on your project! (: 1 Quote Link to comment Share on other sites More sharing options...
Extreme Scripts Posted March 1, 2016 Share Posted March 1, 2016 (edited) You get all the incoming projectiles, iterate trough them, find the projectile you need and with it do what ever you want. snippy snip snips: for (Projectile p : projectiles.getAll()) { if (p.getId().equals(*projectileID*)){ //do what ever } } Simple look up on RSPS forums brings up some id's which match with the zulrah projectiles. I'm guessing you want to pray flick between those two mage and range attacks mage projectile 1046 range projectile: 1044 Somehow an s1 knows how to do this stuff and u don't No but for Zulrah projectiles are useless if you are standing right next to it, the animation will always change before the projectile is fired giving you a much greater leniency for prayer flicking/activating. Thats why I'm S3 and your not Edited March 1, 2016 by Extreme Scripts 3 Quote Link to comment Share on other sites More sharing options...
Vilius Posted March 1, 2016 Share Posted March 1, 2016 No but for Zulrah projectiles are useless if you are standing right next to it, the animation will always change before the projectile is fired giving you a much greater leniency for prayer flicking/activating. Thats why I'm S3 and your not And thats where you are wrong, when pray flicking at jad phase, you need to pray flick the instant a projectile is out. I.e magic projectile is out -> pray flick to range range projectile is out -> pray flick to mage You need to pray flick the opposite the instant a projectile comes out. Quote Link to comment Share on other sites More sharing options...
Extreme Scripts Posted March 1, 2016 Share Posted March 1, 2016 (edited) And thats where you are wrong, when pray flicking at jad phase, you need to pray flick the instant a projectile is out. I.e magic projectile is out -> pray flick to range range projectile is out -> pray flick to mage You need to pray flick the opposite the instant a projectile comes out. Why would you want to prayer flick when the projectile is out when you can prayer flick before the projectile is fired? It makes NO difference but gives you/bot more time to react. I've made this kind of script + a jad helper before, I know. Edited March 1, 2016 by Extreme Scripts Quote Link to comment Share on other sites More sharing options...
Vilius Posted March 1, 2016 Share Posted March 1, 2016 Why would you want to prayer flick when the projectile is out when you can prayer flick before the projectile is fired? It makes NO difference but gives you more time to react. Good luck on keeping track of what projectile will be next :P Quote Link to comment Share on other sites More sharing options...
Extreme Scripts Posted March 1, 2016 Share Posted March 1, 2016 Good luck on keeping track of what projectile will be next Mate you don't need to, AnimationID will tell you exactly what projectile is coming, never changes. Still got a lot to learn my friend Quote Link to comment Share on other sites More sharing options...
Vilius Posted March 1, 2016 Share Posted March 1, 2016 Mate you don't need to, AnimationID will tell you exactly what projectile is coming, never changes. Still got a lot to learn my friend And again, you are wrong, zulrah has only one projectile shooting animation, doesn't matter what projectile it will shoot it wont change, it will always be the same. Quote Link to comment Share on other sites More sharing options...
Chris Posted March 1, 2016 Share Posted March 1, 2016 omg skreepta fight 1 Quote Link to comment Share on other sites More sharing options...
Extreme Scripts Posted March 1, 2016 Share Posted March 1, 2016 (edited) And again, you are wrong, zulrah has only one projectile shooting animation, doesn't matter what projectile it will shoot it wont change, it will always be the same. Fair enough didn't know that Edited March 1, 2016 by Extreme Scripts Quote Link to comment Share on other sites More sharing options...
MalikDz Posted March 1, 2016 Share Posted March 1, 2016 And again, you are wrong, zulrah has only one projectile shooting animation, doesn't matter what projectile it will shoot it wont change, it will always be the same. Wrong or not , you're still not able to make dat script lad Quote Link to comment Share on other sites More sharing options...
Vilius Posted March 1, 2016 Share Posted March 1, 2016 Wrong or not , you're still not able to make dat script ladThing is, I wasnt asking for a guide how to check projectiles, look at the top its a different lad, plus I answered his question in a second post :p 1 Quote Link to comment Share on other sites More sharing options...