~alex~
2007-08-11 14:30:20
I was just wonder what is the point of DDTMs when you can just make normal DTMs? They are faster and easier to create and I, unless I'm missing something, don't see the difference.
Chances are I've jsut made a fool of myself but meh, I wanna find out lol.
Bam Bam
2007-08-11 14:56:11
I think that the point of a DDTM is more or less so that it is accurate to what you are actually using it for. (This is pretty much a guess as I havent used them yet)
Hugolord
2007-08-11 15:00:00
tolerance and you don't need a black outline + its more accurate
Starblaster100
2007-08-11 15:00:58
Sometimes we want DTMs of objects which constantly move around or change color. By grabbing the position or color in the script and then making a DTM, it makes it much more accurate.
Little example for ya:
I'm making a bar smelter, but i don't want 7 different DTMs of the bars, just of a Mith bar. I know for definite that there is a mith bar in my first inventory slot (I've checked with IsUptext) and i know that all bars have a similar shape.
The only thing which is changing in this script is the color of the main point in the DTM.
by doing
[php]
DDTM.MainPoint.Color := getColor(x, y);
[/php]
(or whatever the actual command is) I will have a color perfect DTM of a mith bar. Now it will never get mixed up with a rune bar, or any other bar.
one of the many examples for you
JuKKa
2007-08-11 15:01:11
There is tolerance in normal dtms too -.- I dont see the point eighter…
Oh SB was 2 seconds faster.
tarajunky
2007-08-11 15:22:29
I think the major benefit is when you can use autocolor functions to get precise colors to use.
For example, if you create a DTM of a place on the minimap using the road color as one of the points, you will have to use a lot of tolerance, like 60, for it to be very reliable. But what if there in another color that can fall in that range and muck it up? Or what if you want a tree color? You have green grass around that can interfere, or brown ladders if you use the trunk. And there are always different colors that can appear in the Symbols or dirt that could interfere. It would be better to grab a stable color first that you know is right and then not worry about the DTM getting mixed up with another color.
I think the major benefit is for minimap detection, and to a lesser extend the mainscreen. Inventory and bankscreens and other stable stuff like that give less of a benefit.
Infantry001
2007-08-11 15:23:55
A DDTM is basically easier to change around than a normal DTM. Normal DTMs export into a string readable pretty much only by scar. A DDTM uses an easy-to-configure format, like DTM.Mainpoint.Color := Etc.
And, they are supposedly changeable during runtime, but I haven't seen this yet :P
Bobarkinator
2007-08-11 15:52:19
From: Infintry001
A DDTM is basically easier to change around than a normal DTM. Normal DTMs export into a string readable pretty much only by scar. A DDTM uses an easy-to-configure format, like DTM.Mainpoint.Color := Etc.
And, they are supposedly changeable during runtime, but I haven't seen this yet :P
I do it all the time with the way that Tara and Star said. I will autocolor something and then you can get the exact color. DDTM's are just as they sound, dynamic, which means you can change them during runtime.
~alex~
2007-08-11 16:40:54
I see now, thanks for the replies.