SRL Archive - MSI Archives

TO DO: AIO Woodcutter


Sir R. M8gic1an

2010-06-29 08:44:12

Ok guys, MSI has been modified for it to be extremely easy to add new scripts.

How easy you wonder? Dead easy. Just follow How to make a TScript Record.

How long do you think all this will take you? 5 minutes?

MSI has managed to run for 30h in a row. Your 5 minutes work might be someone's 30h autoing.

A few suggested locations:
  • Varrock Yews
  • GE Yews
  • Varrock west oaks
  • Varrock east trees
  • Varrock east oaks
  • Falador Yews
  • Draynor Trees
  • Draynor Oaks
  • Draynor Willows
  • Draynor Yews
  • Rimmington Yews
  • Port Sarim Willows
  • Port Sarim Yews
  • Seers Village Magics
  • Seers Village Maples
  • Seers Village Yews

I think that if each person who reads this thread does one script, by tomorrow we should have an AIO cutter ;)

~RM

tico2

2010-06-29 09:12:13

So this reflection path maker "memorizes" the route you take and turns it in to code?

This MSI thing is looking really good atm, hope everything tuns out as planed :)

Great job everyone and keep it up!

Edit: Finally got reflection working but I still don't completely understand this. I'll try again when someone will post one.

Sir R. M8gic1an

2010-06-29 09:15:35

From: tico2
So this reflection path maker "memorizes" the route you take and turns it in to code?

This MSI thing is looking really good atm, hope everything tuns out as planed :)

Great job everyone and keep it up!


With 5 minutes of your time, you can help just that little bit ;)

5 minutes = 1 script ;)

~RM

sylvawarrior

2010-06-29 09:25:22

Thats sick!!!! Wow. Can the path maker be used for other scripts?

nickrules

2010-06-29 10:11:19

Wow. That is easy. lol.
But where exactly would someone add the TScript info?

Sir R. M8gic1an

2010-06-29 10:15:01

From: nickrules
Wow. That is easy. lol.
But where exactly would someone add the TScript info?


Post it here, we'll commit it to Scripts.scar

And yes, the pathmaker can be used for any script.

~RM

nickrules

2010-06-29 10:26:22

Ah, I see….

oh. lol, didn't see scripts.scar in my includes folder
:redface:

Sir R. M8gic1an

2010-06-29 19:52:07

Come on guys, anyone could have posted the information needed for one script by now!

This is a community thing, the more everyone contributes, the faster we will have one epic script.

Here is one:

scriptName := 'Draynor Willows';
scriptTools := [TOOL_HATCHET];

skillName := 'Woodcutting';
skillConstant := SKILL_WOODCUTTING;

objectConstants := [OBJ_TREE_WILLOW];
itemConstants := [ITEM_LOGS_WILLOW];

doesBank := true;
pathRefTo := [];

pathRefFrom := [];

//pathRefFrom := InvertTPA(pathRefTo);

pathColorTo := [];

pathColorFrom := [];
end;

I'm not able to get the paths atm, still need to figure out exactly how to get Smart and Simba running correctly on wine.

~RM

Coh3n

2010-06-29 20:09:14

From: Rasta Magician
Ok guys, MSI has been modified for it to be extremely easy to add new scripts.

How easy you wonder? Dead easy.

[php]
scriptName := 'Varrock east trees'; //change this & delete comment
scriptTools := [TOOL_HATCHET];

skillName := 'Woodcutting';
skillConstant := SKILL_WOODCUTTING;

objectConstants := [OBJ_TREE_NORMAL]; //change this & delete comment
itemConstants := [ITEM_LOGS_NORMAL]; //change this & delete comment

doesBank := true;
pathRefTo := []; //change this & delete comment

pathRefFrom := []; //change this & delete comment

//pathRefFrom := InvertTPA(pathRefTo);

pathColorTo := [];

pathColorFrom := [];
end;
[/php]

The reason I didn't use InvertTPA was because of the endpoints, but the way the walking is setup, that shouldn't matter anymore.

From: Rasta Magician

[*]The logs you get from the trees (we should maybe consider making a function for this)

Could probably have MSI_SetDefaultItems. Should work quite nicely.

A note if you want to make a script record include both end points of the path! :)

Also, RM, nice job on the thread. :D

sylvawarrior

2010-06-29 21:26:51

I will make one for all locations as soon as I get my pc up and running. We have 13 computers in our new 3 story house and I'm tryin to get them all connected. I'll work on it as soon as possible :)

marpis

2010-06-30 06:13:15

I call Rimmington!

Coh3n

2010-07-03 21:33:54

If you guys want to create and test a script, check out this guide. I've just updated it, so it should be easier for you. :)

Coh3n

2010-07-07 16:53:04

Added Varrock east oaks. :)

3Garrett3

2010-07-08 16:32:56

Is there auto level detection in MSI now? I haven't really looked through it lately. I would imagine there has to be. :\

I'll help add one, getting info right now.

I call GE Yews first :)

Awkwardsaw

2010-07-08 17:31:55

so, all you want is pretty much something like this?

      SCRIPT_DB_WILLOWS:
with MSI_Scripts[SCRIPT_DB_WILLOWS] do
begin
ScriptName := 'Draynor Willows';
ScriptTools := [TOOL_HATCHET];

SkillName := 'Woodcutting';
SkillConstant := SKILL_WOODCUTTING;

ObjectConstants := [TREE_WILLOW];
ItemConstants := [[LOGS_WILLOW]];

DoesBank := True;

PathRefTo := [Point(3087, 3234)];

PathRefFrom := [Point(3092, 3245)];

PathColorTo := [1190975{brown tree color on minimap}]; //not sure how to properly make these consts

PathColorFrom := [3684665{blueish bank color on minimap}];
end;

3Garrett3

2010-07-08 18:07:56

From: Awkwardsaw
so, all you want is pretty much something like this?

      SCRIPT_DB_WILLOWS:
with MSI_Scripts[SCRIPT_DB_WILLOWS] do
begin
ScriptName := 'Draynor Willows';
ScriptTools := [TOOL_HATCHET];

SkillName := 'Woodcutting';
SkillConstant := SKILL_WOODCUTTING;

ObjectConstants := [TREE_WILLOW];
ItemConstants := [[LOGS_WILLOW]];

DoesBank := True;

PathRefTo := [Point(3087, 3234)];

PathRefFrom := [Point(3092, 3245)];

PathColorTo := [1190975{brown tree color on minimap}]; //not sure how to properly make these consts

PathColorFrom := [3684665{blueish bank color on minimap}];
end;


Yes, except the colour path.

If you look in MSI, there are lots of intense colour path things, and they aren't really needed if you use Ref. But if you want to make a walking path in colour, you would have to make a step (ie make a radial walk to the colour with a couple failsafes or something, and make one to the bank) and then we would have to include it in walking. I'd gladly do it for you, just hit me up on msn if you make the steps, and I'll create the path. It then uses constants which I would set.

I'll get to work on including what you've done so far though, thanks :D

3Garrett3

2010-07-08 18:25:13

GE Yews and DB Willows are now added, and should work hopefully.

Coh3n

2010-07-08 20:00:47

From: 3Garrett3
Yes, except the colour path.

If you look in MSI, there are lots of intense colour path things, and they aren't really needed if you use Ref. But if you want to make a walking path in colour, you would have to make a step (ie make a radial walk to the colour with a couple failsafes or something, and make one to the bank) and then we would have to include it in walking. I'd gladly do it for you, just hit me up on msn if you make the steps, and I'll create the path. It then uses constants which I would set.

I'll get to work on including what you've done so far though, thanks :D

We should just use a MouseBox for Draynor. That's what I use in my Draynor Chop N Bank, and look how well it works. :rolleyes:

From: 3Garrett3
GE Yews and DB Willows are now added, and should work hopefully.

You should ALWAYS test at least one load. If you didn't test at all, chances are you forgot something (unless you followed the guide I wrote, the How-to for MSI scripting). When I was adding Varrock east oaks, there were a few things I forgot which caused it to not work at all.

For example, if you used InvertTPA for the reflection walking, it won't work because it still inverts the original path, so you end up having two paths that go from the trees to the bank.

3Garrett3

2010-07-08 21:18:58

From: Coh3n
We should just use a MouseBox for Draynor. That's what I use in my Draynor Chop N Bank, and look how well it works. :rolleyes:


You should ALWAYS test at least one load. If you didn't test at all, chances are you forgot something (unless you followed the guide I wrote, the How-to for MSI scripting). When I was adding Varrock east oaks, there were a few things I forgot which caused it to not work at all.

For example, if you used InvertTPA for the reflection walking, it won't work because it still inverts the original path, so you end up having two paths that go from the trees to the bank.


I tested GE, and the walking works, assuming the cutting works (no wcers with 60 and no trees were around).

I added draynor and apparently forgot something. I followed your guide though, but I just wasn't paying enough attention I guess.

Coh3n

2010-07-09 01:38:33

From: 3Garrett3
I tested GE, and the walking works, assuming the cutting works (no wcers with 60 and no trees were around).

I added draynor and apparently forgot something. I followed your guide though, but I just wasn't paying enough attention I guess.

I've updated the guide. There was a couple things I forgot. :p

Everything is up and running for revision 140. :)

E: Plus updated first post.

NCDS

2010-07-09 01:44:07

From: 3Garrett3
Yes, except the colour path.

If you look in MSI, there are lots of intense colour path things, and they aren't really needed if you use Ref. But if you want to make a walking path in colour, you would have to make a step (ie make a radial walk to the colour with a couple failsafes or something, and make one to the bank) and then we would have to include it in walking. I'd gladly do it for you, just hit me up on msn if you make the steps, and I'll create the path. It then uses constants which I would set.

I'll get to work on including what you've done so far though, thanks :D


I would honestly rather not just use RadialWalks. We use them as backup right now AFAIK, as long as nothing changed in that part, but the main color walking right now uses TPA's.

If you want to just commit the Reflection paths, I can write the color walking if needed, but I feel that something more reliable than RadialWalk should be used for the color walking.

Coh3n

2010-07-09 01:46:26

From: NCDS
I would honestly rather not just use RadialWalks. We use them as backup right now AFAIK, as long as nothing changed in that part.

If you want to just commit the Reflection paths, I can write the color walking if needed, but I feel that something more reliable than RadialWalk should be used for the initial color walking.

Depends on where you're walking to. For Draynor, I committed the coordinate walking that I use in my Draynor script for now. If someone wants to change it then that can be up for discussion, but I'm against it. My script has NEVER had issues with walking ever since I started using MouseBox. Obviously this isn't a good idea for all scripts, but for only one walk point to and from the bank, it's perfect.

NCDS

2010-07-09 01:56:53

From: Coh3n
Depends on where you're walking to. For Draynor, I committed the coordinate walking that I use in my Draynor script for now. If someone wants to change it then that can be up for discussion, but I'm against it. My script has NEVER had issues with walking ever since I started using MouseBox. Obviously this isn't a good idea for all scripts, but for only one walk point to and from the bank, it's perfect.


That's fine, but for longer walking, I would rather stick to what we have been doing. It's my favorite part :redface:

Coh3n

2010-07-09 02:00:49

From: NCDS
That's fine, but for longer walking, I would rather stick to what we have been doing. It's my favorite part :redface:

Fine with me. :) Right now, the GE Yews is the only script that needs colour walking developed, just so you know.

NCDS

2010-07-09 02:02:32

From: Coh3n
Fine with me. :) Right now, the GE Yews is the only script that needs colour walking developed, just so you know.


I can get a start on it tomorrow :) but then I'll be gone for the weekend. Monday I'll be back at it though ;)

BobboHobbo

2010-07-09 08:16:03


scriptName := 'Rimmington Yews';
scriptTools := [TOOL_HATCHET];

skillName := 'Woodcutting';
skillConstant := SKILL_WOODCUTTING;

objectConstants := [OBJ_TREE_YEW];
itemConstants := [ITEM_LOGS_YEW];

doesBank := true;
pathRefTo := [Point(3007, 3351), Point(3008, 3336), Point(3008, 3323),
Point(3007, 3309), Point(3008, 3294), Point(3009, 3280),
Point(2997, 3278), Point(2983, 3275), Point(2973, 3267),
Point(2968, 3255), Point(2960, 3245), Point(2948, 3237),
Point(2941, 3227), Point(2934, 3226)];

pathRefFrom :=[Point(2944, 3231), Point(2954, 3239), Point(2963, 3250),
Point(2974, 3258), Point(2980, 3271), Point(2991, 3277),
Point(3004, 3277), Point(3008, 3290), Point(3006, 3304),
Point(3008, 3317), Point(3008, 3330), Point(3008, 3343),
Point(3012, 3354)];

//pathRefFrom := InvertTPA(pathRefTo);

pathColorTo := [];

pathColorFrom := [];
end;

Coh3n

2010-07-09 08:21:46

Nice! :)

ObjectConstants := [TREE_YEW];
ItemConstants := [[LOGS_YEW]];
Naming changed, and ItemConstants is a 2D array. Otherwise looks good. I'm sure you've tested the walking?

Also, where does this bank? We'll probably need a new TMSObject record for it.

BobboHobbo

2010-07-09 08:47:36

Woooooooops! i posted the wrong one up. Hold on lemme remake i lost my good one :l.
[php]
scriptName := 'Rimmington Yews';
scriptTools := [TOOL_HATCHET];

skillName := 'Woodcutting';
skillConstant := SKILL_WOODCUTTING;

ObjectConstants := [TREE_YEW];
ItemConstants := [[LOGS_YEW]];

doesBank := true;
pathRefTo := [Point(3007, 3348), Point(3008, 3334), Point(3008, 3323),
Point(3008, 3309), Point(3008, 3295), Point(3003, 3285),
Point(2991, 3279), Point(2980, 3272), Point(2975, 3260),
Point(2965, 3252), Point(2956, 3241), Point(2945, 3232),
Point(2934, 3227)];

pathRefFrom := [Point(2944, 3231), Point(2954, 3239), Point(2963, 3250),
Point(2974, 3258), Point(2980, 3271), Point(2991, 3277),
Point(3004, 3277), Point(3008, 3290), Point(3006, 3304),
Point(3008, 3317), Point(3008, 3330), Point(3008, 3343),
Point(3012, 3354)];
//pathRefFrom := InvertTPA(pathRefTo);

pathColorTo := [];

pathColorFrom := [];
end;
[/php]

Sorry lol i was testing the wrong one :). Works well. Im just not sure what route to use? teh road or through the grass?

Coh3n

2010-07-09 10:43:10

From: BobboHobbo
Woooooooops! i posted the wrong one up. Hold on lemme remake i lost my good one :l.
[php]
scriptName := 'Rimmington Yews';
scriptTools := [TOOL_HATCHET];

skillName := 'Woodcutting';
skillConstant := SKILL_WOODCUTTING;

ObjectConstants := [TREE_YEW];
ItemConstants := [[LOGS_YEW]];

doesBank := true;
pathRefTo := [Point(3007, 3348), Point(3008, 3334), Point(3008, 3323),
Point(3008, 3309), Point(3008, 3295), Point(3003, 3285),
Point(2991, 3279), Point(2980, 3272), Point(2975, 3260),
Point(2965, 3252), Point(2956, 3241), Point(2945, 3232),
Point(2934, 3227)];

pathRefFrom := [Point(2944, 3231), Point(2954, 3239), Point(2963, 3250),
Point(2974, 3258), Point(2980, 3271), Point(2991, 3277),
Point(3004, 3277), Point(3008, 3290), Point(3006, 3304),
Point(3008, 3317), Point(3008, 3330), Point(3008, 3343),
Point(3012, 3354)];
//pathRefFrom := InvertTPA(pathRefTo);

pathColorTo := [];

pathColorFrom := [];
end;
[/php]

Sorry lol i was testing the wrong one :). Works well. Im just not sure what route to use? teh road or through the grass?


Whichever one you would take if you were playing legit. ;)

Does this bank at Falador?

3Garrett3

2010-07-09 14:04:35

From: NCDS
I can get a start on it tomorrow :) but then I'll be gone for the weekend. Monday I'll be back at it though ;)


I'm pretty good with TPA walking too, I used it for my old smelter and for other scripts that I've never released or finished. I'll try and develop the walking, but I kinda really want to make the MSI fishing.scar part today, and work on everything else later. So if you beat me to it, or can improve what I do, I encourage you to.

NCDS

2010-07-09 14:08:16

From: 3Garrett3
I'm pretty good with TPA walking too, I used it for my old smelter and for other scripts that I've never released or finished. I'll try and develop the walking, but I kinda really want to make the MSI fishing.scar part today, and work on everything else later. So if you beat me to it, or can improve what I do, I encourage you to.


I'm always up for working with other people :) just keep in touch!

3Garrett3

2010-07-09 14:11:12

From: NCDS
I'm always up for working with other people :) just keep in touch!


I have your msn, I'll see if I can find you on my list in a sec :p

From: Coh3n
Nice! :)

ObjectConstants := [TREE_YEW];
ItemConstants := [[LOGS_YEW]];
Naming changed, and ItemConstants is a 2D array. Otherwise looks good. I'm sure you've tested the walking?

Also, where does this bank? We'll probably need a new TMSObject record for it.


I'll make the record. It is pretty easy for banks. I've made a couple already (GE and Draynor)

BobboHobbo

2010-07-09 18:59:13

From: Coh3n


Does this bank at Falador?


Yes.

Coh3n

2010-07-09 19:18:37

From: BobboHobbo
Yes.

Alright, so a new TMSObject will need to be made. :)

3Garrett3

2010-07-09 20:38:21


MSI_BANK_FE: // 3Garrett3
with MSI_Objects[MSI_BANK_FE] do
begin
Name := 'Falador east bank';
UpText := 'ooth';
Option := 'uick';
Colors := [3890806];
Tol := 7;
Hue := 0.15;
Sat := 0.94;
FindAllColors := False;
W := 35;
H := 40;
Accuracy := 50;
ExcludeSelf := True;
RightClickOnly := True;
Tries := 5;
Anim := False;
WaitToMove := True;
BadColors := [];
BadColorTolerance := 10;
end;

I can't commit right now because my version has so many changes that aren't ready to commit, someone else can though.

BobboHobbo

2010-07-10 01:04:16

Varrock East Yew tree (The Single one). *Banks varrock east*

[php]
scriptName := 'Varrock East Yew';
scriptTools := [TOOL_HATCHET];

skillName := 'Woodcutting';
skillConstant := SKILL_WOODCUTTING;

ObjectConstants := [TREE_YEW];
ItemConstants := [[LOGS_YEW]];

doesBank := true;
pathRefTo := [Point(3253, 3428), Point(3246, 3439), Point(3248, 3453),
Point(3247, 3463), Point(3248, 3470)];
pathRefFrom := [Point(3246, 3458), Point(3247, 3443), Point(3251, 3429),
Point(3255, 3419)];
//pathRefFrom := InvertTPA(pathRefTo);

pathColorTo := [];

pathColorFrom := [];
end;
[/php]

Port Sarium Willows (very popular script backk in the days when sumilion made it) *Banks at Draynor*
[php]
scriptName := 'Port Sarium Willows';
scriptTools := [TOOL_HATCHET];

skillName := 'Woodcutting';
skillConstant := SKILL_WOODCUTTING;

ObjectConstants := [TREE_WILLOW];
ItemConstants := [[LOGS_WILLOW]];

doesBank := true;
pathRefTo := [Point(3086, 3248), Point(3079, 3254), Point(3075, 3265),
Point(3068, 3274), Point(3065, 3263), Point(3061, 3252)];
pathRefFrom := [Point(3065, 3259), Point(3067, 3268), Point(3079, 3263),
Point(3084, 3250), Point(3093, 3241)];
//pathRefFrom := InvertTPA(pathRefTo);

pathColorTo := [];

pathColorFrom := [];
end;
[/php]

Varrock West Oaks *Banks at Varrock West*
[php]
scriptName := 'Varrock West Oaks';
scriptTools := [TOOL_HATCHET];

skillName := 'Woodcutting';
skillConstant := SKILL_WOODCUTTING;

ObjectConstants := [TREE_OAK];
ItemConstants := [[LOGS_OAK]];

doesBank := true;
pathRefTo := [Point(3178, 3429), Point(3170, 3421)];
pathRefFrom := [Point(3176, 3428), Point(3183, 3437)];
//pathRefFrom := InvertTPA(pathRefTo);

pathColorTo := [];

pathColorFrom := [];
end;
[/php]
All tested before i posted on here ;D.

Ill be adding more here :).

3Garrett3

2010-07-10 09:09:26

I can't commit because my msi is screwed up with all the fishing.scar changes I'm making. So hopefully someone will add these, thank you very much for making them :)

Sir R. M8gic1an

2010-07-10 10:51:15

you do know you can commit just one file?

Go to the file and right click it -> commit

~RM

3Garrett3

2010-07-10 10:53:59

From: Rasta Magician
you do know you can commit just one file?

Go to the file and right click it -> commit

~RM


Yeah, but to add a script you have to commit 6 or 7 files (can't remember the exact number) including Globals.scar, MainLoop.scar and Ojects.scar. All of those files in my MSI folder have some fishing stuff which may or may not compile, so I wont risk committing it.

Sir R. M8gic1an

2010-07-10 10:56:17

We really need the switch to GIT.

~RM

Coh3n

2010-07-10 11:19:40

From: 3Garrett3
Yeah, but to add a script you have to commit 6 or 7 files (can't remember the exact number) including Globals.scar, MainLoop.scar and Ojects.scar. All of those files in my MSI folder have some fishing stuff which may or may not compile, so I wont risk committing it.

If someone else commits something before you commit your stuff, you'll probably run into conflicts, and I'm not sure how well SVN handles them.

3Garrett3

2010-07-10 17:06:30

From: Coh3n
If someone else commits something before you commit your stuff, you'll probably run into conflicts, and I'm not sure how well SVN handles them.


I will just save all the changes into one file and then update, and start adding in the changes.

Coh3n

2010-07-10 17:31:14

From: 3Garrett3
I will just save all the changes into one file and then update, and start adding in the changes.

Such a pain. Lol. Will be so much easier once we switch to git.

3Garrett3

2010-07-10 18:09:26

I still dont understand how git works, you can explain it to me on msn sometime :P

Coh3n

2010-07-10 18:34:06

Added Rimmington yews and tested one load. I'm going to run a full test now. Also, if you follow my How-to guide exactly, the script will work perfectly. :) BUT, that doesn't mean you shouldn't test it. ALWAYS test at least one load before committing. :)

@BobboHobbo: Nice job on all the other scripts, if not someone else, I should be able to add in the next couple days. For the Varrock west oaks, we need a TMSObject record for VW bank. ;)

E:
From: 3Garrett3
I still dont understand how git works, you can explain it to me on msn sometime :P

http://villavu.com/forum/showthread.php?t=55620 That's in the SL forums about git. There may be a couple others, but that's the main one.

Coh3n

2010-07-17 17:13:21

From: BobboHobbo
Varrock East Yew tree (The Single one). *Banks varrock east*

[php]
scriptName := 'Varrock East Yew';
scriptTools := [TOOL_HATCHET];

skillName := 'Woodcutting';
skillConstant := SKILL_WOODCUTTING;

ObjectConstants := [TREE_YEW];
ItemConstants := [[LOGS_YEW]];

doesBank := true;
pathRefTo := [Point(3253, 3428), Point(3246, 3439), Point(3248, 3453),
Point(3247, 3463), Point(3248, 3470)];
pathRefFrom := [Point(3246, 3458), Point(3247, 3443), Point(3251, 3429),
Point(3255, 3419)];
//pathRefFrom := InvertTPA(pathRefTo);

pathColorTo := [];

pathColorFrom := [];
end;
[/php]

Port Sarium Willows (very popular script backk in the days when sumilion made it) *Banks at Draynor*
[php]
scriptName := 'Port Sarium Willows';
scriptTools := [TOOL_HATCHET];

skillName := 'Woodcutting';
skillConstant := SKILL_WOODCUTTING;

ObjectConstants := [TREE_WILLOW];
ItemConstants := [[LOGS_WILLOW]];

doesBank := true;
pathRefTo := [Point(3086, 3248), Point(3079, 3254), Point(3075, 3265),
Point(3068, 3274), Point(3065, 3263), Point(3061, 3252)];
pathRefFrom := [Point(3065, 3259), Point(3067, 3268), Point(3079, 3263),
Point(3084, 3250), Point(3093, 3241)];
//pathRefFrom := InvertTPA(pathRefTo);

pathColorTo := [];

pathColorFrom := [];
end;
[/php]

Varrock West Oaks *Banks at Varrock West*
[php]
scriptName := 'Varrock West Oaks';
scriptTools := [TOOL_HATCHET];

skillName := 'Woodcutting';
skillConstant := SKILL_WOODCUTTING;

ObjectConstants := [TREE_OAK];
ItemConstants := [[LOGS_OAK]];

doesBank := true;
pathRefTo := [Point(3178, 3429), Point(3170, 3421)];
pathRefFrom := [Point(3176, 3428), Point(3183, 3437)];
//pathRefFrom := InvertTPA(pathRefTo);

pathColorTo := [];

pathColorFrom := [];
end;
[/php]
All tested before i posted on here ;D.

Ill be adding more here :).

Added Port Sarim willows and tested. Works pretty well. For Varrock west oaks, we need a Varrock west bank TMSObject record. Also, I'm not really sure about Varrock east yew since it's only one tree, what do you guys think?

Sir R. M8gic1an

2010-07-17 22:20:50

From: Coh3n
Also, I'm not really sure about Varrock east yew since it's only one tree, what do you guys think?


People can always choose to also cut the trees around it ;)

(I'm assuming there are trees around it..)

~RM

Coh3n

2010-07-18 10:18:10

From: Rasta Magician
People can always choose to also cut the trees around it ;)

(I'm assuming there are trees around it..)

~RM

Yeah, there are, but the thing is, chances are they would get lost because it would keep moving around for new trees, and probably won't cut the Yew tree again, but I guess that would be up to the user.

Sir R. M8gic1an

2010-07-18 10:33:00

From: Coh3n
Yeah, there are, but the thing is, chances are they would get lost because it would keep moving around for new trees, and probably won't cut the Yew tree again, but I guess that would be up to the user.


Relocator :whistling:

~RM

Coh3n

2010-07-18 14:37:48

From: Rasta Magician
Relocator :whistling:

~RM

In this case it would require a 2-3 point path for the relocation, which isn't a bad thing. It's just a little extra from what I was originally thinking.

NCDS

2010-07-18 15:04:03

From: Coh3n
In this case it would require a 2-3 point path for the relocation, which isn't a bad thing. It's just a little extra from what I was originally thinking.


It will pretty much have to be like that for the Edgeville yew cutter as well, unless you use Naum's method of searching for the trees (stand in the middle and rotate screen to see both trees), in which case it would only require one relocation click.

Coh3n

2010-07-18 15:11:22

From: NCDS
It will pretty much have to be like that for the Edgeville yew cutter as well, unless you use Naum's method of searching for the trees (stand in the middle and rotate screen to see both trees), in which case it would only require one relocation click.

That camera angle method may work temporarily, but I would rather have the relocator move from tree to tree.

Coh3n

2010-08-17 19:34:04

Updated the first post if anyone wants to add some new locations. :)