SRL Archive - OSR Help

Walking


Bad Boy JH

2010-02-20 05:20:39

I have major issues when creating walking procedures, such as the inability to use (D)DTMs, properly (I think moreso create them), I was wondering if an experienced scripter would be able to teach me.

turbobk

2010-02-20 07:37:08

What specifically do you need help with?

Bad Boy JH

2010-02-20 07:45:27

Well, most of my Walking procedures fail every couple of tries, My WoodCutting Script has MAJOR issues with walking, max loads is 4 before the walking fails, I want to learn how to create a good walking procedure with plenty of failsafes…

void_hatred

2010-02-20 08:00:57

why not have a look into Radial(Road)Walk? it's actually quite simple (especially when using ACA for auto color and yakan's radial form)

sorry I have not tried walking via DDTMS, but if I recall correctly, Blumblebee has a tutorial for using them for walking if you haven't already checked them out.

hope that somewhat helped,

void_hatred

Bad Boy JH

2010-02-20 17:57:35

Seriously, "check out radial walk" what do you think I have been using? BLIND CLICKS! lol, jk a guide on DDTMs might help…ill check it out

i luffs yeww

2010-02-20 18:04:53

Well I assume this is for your water rune crafter and essence miner, so I think it's quite a difficult walk. Lately there have been a few "map walkers." You could take a look at those, since the walk isn't full of varying colors..

Haha actually, I was just thinking about it.. And there are a lot of trees and stuff on the minimap, right? You could make DDTMs of those or something. Similar to how most people use rocks and stuff.

MrWicked0

2010-02-20 22:01:42

Do tree locations change? or are the constant? if they were constant that would help ALOT with my script because im having the same issues with radialwalk… the road color varies wayyyy to much it just wont work all the time..

NCDS

2010-02-20 23:26:13

TPA's guy's. They will make your life so much easier, I promise you.

There are many tutorials on them in the advanced section, but don't let that scare you. They really aren't that hard ;)


@Mr Wicked: Yes, the tree symbols move around.

MrWicked0

2010-02-20 23:52:22

Thanks NCDS .

I saw TPA's in a script and I was like daaamn that looks clean and accurate but i havent been able to figure out how you come up with these "Coords" ill try some more tuts

i luffs yeww

2010-02-21 00:33:34

From: MrWicked0
Thanks NCDS .

I saw TPA's in a script and I was like daaamn that looks clean and accurate but i havent been able to figure out how you come up with these "Coords" ill try some more tuts


Well NCDS said that tree symbols location changes (true), but you asked if tree location changes, which it doesn't.

And I thought I mentioned TPAs earlier, but I guess not. :p That'd be useful, OP.

MrWicked0

2010-02-21 00:37:03

So if the locations dont change… wouldnt a DDTM work ?

NCDS

2010-02-21 00:41:15

DDTM's will work in many cases, I just prefer TPA's as they allow for more functionality.

MrWicked0

2010-02-21 00:42:33

I would really like to use TPA's as they look like the best method but I cant seem to grasp the concept of how they work yet… maybe ill try looking it over tommorrow when its not 1am :P

i luffs yeww

2010-02-21 00:43:04

From: MrWicked0
So if the locations dont change… wouldnt a DDTM work ?


Yup. And as NCDS said, TPAs are more versatile. ;) And it's good to learn more things! :D

And TPAs sound way cooler than DDTMs.. x]

MrWicked0

2010-02-21 00:45:47

So for now I could use a DDTM located on top of a tree in the minimap and just use an autocolor function to find the tree color?

NCDS

2010-02-21 00:49:53

From: MrWicked0
I would really like to use TPA's as they look like the best method but I cant seem to grasp the concept of how they work yet… maybe ill try looking it over tommorrow when its not 1am :P


Well, if you can grasp what an array is then it's quite simple.

Just think of an array like a box or container of some sort. A TPA (A.K.A TPointArray, array of TPoint) is then just a Box filled with TPoints (A.K.A Points(an 'x' and a 'y' coordinate)).

I realize that is a rather vague explanation, but it may help.


Edit: TPA's can also eliminate the need for an AutoColor function :p

MrWicked0

2010-02-21 00:53:59

Well I know what an array is, I have a large background in programming in other languages but I dont understand where these "Coords" are coming from.. Its late now and I am running on few hours of sleep. This could be a reason lol.. But I have only been messing with SCAR for about 1 day… so Im trying to overload my brain with new knowledge lol ill stick with the DTM for tonight and try the TPA's tommorrow!

Its the TPoint.

Where are these X and Y Coords coming from? are they based on amount of pixels in a section of the screen? are the based upon colors found? say player dots, npc dots? etc..

I dont see where people are getting these coords(points) from.

NCDS

2010-02-21 01:04:36

From: MrWicked0
Well I know what an array is, I have a large background in programming in other languages but I dont understand where these "Coords" are coming from.. Its late now and I am running on few hours of sleep. This could be a reason lol.. But I have only been messing with SCAR for about 1 day… so Im trying to overload my brain with new knowledge lol ill stick with the DTM for tonight and try the TPA's tommorrow!

Its the TPoint.

Where are these X and Y Coords coming from? are they based on amount of pixels in a section of the screen? are the based upon colors found? say player dots, npc dots? etc..

I dont see where people are getting these coords(points) from.


To find Coords you simply activate the client by dragging the cross hairs in Scar over the desired client. Then if you look in the bottom left corner of Scar it shows the x and y coordinate.

When using TPA's though, the coords are generally found by using one of Scars Color finding functions. Those function then return all the points found with that color in an array.

MrWicked0

2010-02-21 01:13:44

Oooh okay, I only use Smart so I have never seen those. Thanks dude

radiclerobby

2010-02-21 01:59:01

radialwalking and the radial walking backed up with prominant dtm's on the minimap

Bad Boy JH

2010-02-22 04:19:32

For people who are focusing and talking about my walking procedure, I have a quick image for you…the red path is the path most people would expect a script to take, when I do this task, and what I plan on getting the script to do, is the BLUE path, it clicks on the water and walks to the X and then walks to the red circle (The altar).


The Last step of approaching the altar is simple, TPA, with rock color and click just above the TPA, BUT the rest of the walk, is fairly complicated, getting to the blue dot, is fairly easy, click out into the water, and then WaitFunc(@FlagPresent, SomeTime, AlotOfTime)
Flag(Distance)
fairly easy..but the rest however….

Gu3st...

2010-02-22 04:46:05

LinearWalk :)

Blumblebee

2010-02-22 11:40:41

while FindWaterColor() <= 0 do
begin
mousebox() // random blind clicking (your walking on grass anyways)
//etc
end;

then, the doors have a red color to them (on the mm you can see the small amount of red). This is a good color to be using for a simple TPA, failsafing with the water symbol. I can help you out with a bit more explaining if you wish.