SRL Archive - Outdated / Broken

Never before Tried


Rams89

2006-10-04 21:11:20

An auto walker. eg walk from lumbridge to varrok and logges out.

Mutant Squirrle

2006-10-04 21:49:42

lol its been done before just not when you were around

Flyboy

2006-10-04 23:23:11

Is there currently one? If not we should make a few from lumby to the main spots: Fally, varock, draynor, desert. If anyone is wanting to prove there worth as a scripter… this would be a great place to prove yourself :spot::spot::spot::spot::spot:

m0u53m4t

2006-10-05 11:07:50

I've written one to walk to varrock from the bridge in lumby. Its really simple, but works. Ill post it one day.

lardmaster

2006-10-19 18:27:34

hm… i might work on one

Dark_Sniper

2006-10-19 19:14:04

lol i think i made one before i reinstalled windows … i can duplicate it in .. around 30 min lemme give it a try :).

the reason im doing this is ive been inactive and ive forgotten a lot about scripting.

EDIT: nvm i got other things to do someone else can do it :p.

Mutant Squirrle

2006-10-20 16:16:56

no there isnt one currently

WT-Fakawi

2006-10-20 16:46:27

Yes there are walkers. I have a lot of walkers. Problem is:
  • no autocolor.
  • takes a lot of time to debug.
  • all based around road/rock/water color.
We should really make a Symbol Walker.

Boreas

2006-10-20 16:51:16

I have a similiar idea that would be more work, but more useful, and can be done in pieces. Here it is:

We start off with some location functions that return if you are in an area, such as lumby castle courtyard. Then we start expand more and more, and start making linking procedures that walk from one location to another. Then, to make it walk from lumby to draynor for example, just add them together. Eventually, there will be so many location functions that you'll almost never be lost. Also, this allows for multiple paths, and if something changes, it will only affect one location functions, and not the whole town to town path. It's ambitious, but it's a 'longest journey starts with one step' kinda thing, and would be the ultimate walker/not getting lost.

weibs

2006-10-20 16:58:35

Ya, especially with the new tele to lumby, if a char does ever get lost, just tele to lumby, and use a walking proc to get back to the right spot. It'd be a lot of work, but it would help a lot.

Rams89

2006-10-20 21:38:20

The last 2 posts have been quite right. Lumby teleport nerver though of it. But then you would have to have a walker get back to where you were.

WhiteShadow

2006-10-21 00:04:51

From: WT-Fakawi
Yes there are walkers. I have a lot of walkers. Problem is:
  • no autocolor.
  • takes a lot of time to debug.
  • all based around road/rock/water color.
We should really make a Symbol Walker.


Keen and I did that before, from Draynor to Karamja ship.

Bam Bam

2006-10-28 15:53:03

or we could make a suicide script to tele to lumby…