SRL Archive - MSI Archives

Rimmington yews colour issues


Hamish

2010-07-16 20:41:04

Not sure if this can be fixed or not but I have a spare moment so I thought i'd report it anyway.

As I said im running it on rimmington yew bank and when it is on the bottom yew it cant see the top yew tree so it stands at the bottom looking very bottish and the mouse is jerking around all over the nearby oak tree and if they can try jagex could probably easily detect those jerky mouse movements.

Perhaps make it so it will move up to the top to see if that yew tree is spawned?

Just thought i'd report to be on the safe side =)

Great script otherwise.

Coh3n

2010-07-16 21:21:40

Yeah this issue was brought up in another thread when talking about the GE Yew cutter. I added a compass angle attribute to TScript so when the player arrives at the yews, the camera angle should change slightly so that it can at least see three trees at the same time.

A relocator is being discussed that will fix issues like this is several scripts. You can check it out here if you wish.

Hamish

2010-07-16 21:36:22

Excellent news, thanks for the reply.

Is this compass angle attribute in the current version or is it going to be added onto the SVN for next update?

BobboHobbo

2010-07-17 20:41:18

From: Hamish
Excellent news, thanks for the reply.

Is this compass angle attribute in the current version or is it going to be added onto the SVN for next update?


Its in the current version, from my past testing.

Hamish

2010-07-19 09:03:14

To avoid making a new thread i'll mention that it always seems to do anti-ban during walking and thus you have to wait for the antiban to finish before it will pick the next walking point. Very time wasting.

Coh3n

2010-07-19 09:50:12

From: Hamish
To avoid making a new thread i'll mention that it always seems to do anti-ban during walking and thus you have to wait for the antiban to finish before it will pick the next walking point. Very time wasting.

Nice catch. I just thought of an idea where we could add a "Condition" parameter to MSI_Antiban where if it's met, it will break out of the waiting loop. So walking for example, if the Flag is within a certain distance and the script is performing antiban, it will stop doing antiban and click the next walking point.

I also have to adjust MSI_Flag so it doesn't wait for the player to stop moving before clicking the next point. I probably won't have a lot of time today as I'm building my new computer (assuming the rest of my parts come when they're supposed to), so I'll be preoccupied with that. If it works 100% the first time, then I'll have plenty of time, but how often does that happen? :rolleyes:

Hamish

2010-07-19 10:32:47

Iv'e noticed it a few times now can't give you exact numbers but i'll try later on. Happens often enough to warrant a change I reckon. Seems to happen most at the longest stretches of the walk more often.

Coh3n

2010-07-19 10:40:57

From: Hamish
Iv'e noticed it a few times now can't give you exact numbers but i'll try later on. Happens often enough to warrant a change I reckon. Seems to happen most at the longest stretches of the walk more often.

Yeah it makes sense as the Anitban is based on time (i.e. it will perform antiban for x amount of milliseconds depending on the parameters).

Hamish

2010-07-19 10:53:27

I didn't catch the exact debug this time, I didn't post about this before because I was trying to get more information on it. The script seems unable to bank at falador east bank I think it is unable to find the DTM of the yews as it says in debug "Failed to click item: Yew logs" it trys a couple of times and then logs out and sets the player to inactive. Maybe with todays update they changed the colours or DTM's

Coh3n

2010-07-19 11:06:30

From: Hamish
I didn't catch the exact debug this time, I didn't post about this before because I was trying to get more information on it. The script seems unable to bank at falador east bank I think it is unable to find the DTM of the yews as it says in debug "Failed to click item: Yew logs" it trys a couple of times and then logs out and sets the player to inactive. Maybe with todays update they changed the colours or DTM's

Lol wow, very stupid mistake on my part. It's fixed in revision 158. The problem wasn't with the DTM, it was where it was set to search for the item. MSI_Deposit was set to look for the items in the bank, rather than the inventory. :duh:

Thanks Hamish. :)

E: I've made MSI_Flag a lot faster in revision 160. You should notice a significant difference. If you think you can make it faster, by all means mess around with the waits/antiban times and report back. :)