Markus
2011-01-08 19:21:56
My first encounter with MSI showed me there was no Falador Yew Cutter. As not even RSBot has an actual working non half-shitty cutter this pissed me off. I hoped MSI would be better but well I went back home disappointed but that's not your fault.
So what do I do? Figure out how to add it :D I just wonder about a few things
- Your beautiful API seems to support only one location per script? Or it'll look for the closest object. Fally yews are quite a bit apart, how do I get it to walk to the best point?
- My biggest conern: ATM Msi doesn't seem to track trees (as in, tree X got cut down 20 secs ago, tree Y 40 secs so we should walk to Y as it'll respawn faster). Will I really need to mess MSI up to implement that or is it easier for me to just write some yew cutter from scratch?
Thanks in advance, right now it's late and I want to sleep and thinking while being drunk doesn't really work.
you could make it yourself and then later implement it in MSI if needed?
Markus
2011-01-08 19:30:45
I could, however MSI already got 80% done (tree-finding, cutting, leet bank AI st00f etc) and I cbf to rewrite code that's already there. However I'm not familiar with MSI at all when it comes to how it works internally, I never even looked at it until an hour ago.
Gu3st...
2011-01-08 19:52:08
I like the idea of adding "tree X got cut down 20 secs ago, tree Y 40 secs so we should walk to Y as it'll respawn faster" to MSI, if it isn't in it already, that is.. :)
TomTuff
2011-01-08 19:56:21
Someone knowledgeable in reflection should look for the hook that contains the # of players on the server. With that number, the exact respawn time can be calculated (formulas are on the wiki). From there, a few marktime()'s would do amazing work!
Coh3n
2011-01-08 20:18:21
Depends how far away the trees are. Sounds like it would work the same as our GE Yews and Edgeville Yews scripts. If the trees are one click away from one another, adding this would be simple. :)
Make the script/location records. That's all.
We don't have "multiple locations" like you're talking about. What MSI does is walk to a "Relocation point" if the tree isn't found. For example, for the GE Yew cutter, when the east tree gets cut down, it will walk to the west tree and vise versa.
If it takes more than one click to get to the second tree, some more work will need to be done as we don't have support for that yet; however, all that really should be added is a loop somewhere in the relocations functions in Relocate.simba.
Oh, and no, there is no timer or anything to keep track of which tree was cut down first, but I don't think it would be hard. Just call GetSystemTime when the tree gets cut down and set a variable if it needs to decide which one to go to.
From: Coh3n
Oh, and no, there is no timer or anything to keep track of which tree was cut down first, but I don't think it would be hard. Just call GetSystemTime when the tree gets cut down and set a variable if it needs to decide which one to go to.
I think you actually talked to me about this before, could have been someone else though.
The only problem I see with it is if someone else cuts the tree down just before you get there or something, then your stuck waiting because the script thinks it should be spawning soon.
Either way our current timers should prevent this from being too much of a problem, but it's still something.
Coh3n
2011-01-08 22:00:46
From: NCDS
I think you actually talked to me about this before, could have been someone else though.
The only problem I see with it is if someone else cuts the tree down just before you get there or something, then your stuck waiting because the script thinks it should be spawning soon.
Either way our current timers should prevent this from being too much of a problem, but it's still something.
Yeah, people will just have to understand that it's not a perfect system. I don't even think you can avoid that issue with reflection.
Markus
2011-01-09 03:36:45
From: Coh3n
If it takes more than one click to get to the second tree, some more work will need to be done as we don't have support for that yet; however, all that really should be added is a loop somewhere in the relocations functions in Relocate.simba.
Oh, and no, there is no timer or anything to keep track of which tree was cut down first, but I don't think it would be hard. Just call GetSystemTime when the tree gets cut down and set a variable if it needs to decide which one to go to.
Thanks. If you might remember falador, there are around 2/3 clicks between the trees. You were right about it not being hard to do so, but I don't really want to mess around too much with unknown code. A'ight I'll give it a shot :)
Coh3n
2011-01-09 14:10:20
From: Markus
Thanks. If you might remember falador, there are around 2/3 clicks between the trees. You were right about it not being hard to do so, but I don't really want to mess around too much with unknown code. A'ight I'll give it a shot :)
Ah okay right on. Let us know how it goes. If well, we can officially add it if you would like. :)
From: Coh3n
Ah okay right on. Let us know how it goes. If well, we can officially add it if you would like. :)
Yeah, and we need to add support for multiple relocation points anyways, so this will hopefully work out quite well. :)
Markus
2011-01-10 01:42:12
This turned out to be too much trouble (for now) so I wrote my own xd. I really couldn't understand what MSI was doing why at certain points, and I also detest the lack of auto-location-detection (that one's really a shame).
Coh3n
2011-01-10 01:45:29
From: Markus
This turned out to be too much trouble (for now) so I wrote my own xd. I really couldn't understand what MSI was doing why at certain points, and I also detest the lack of auto-location-detection (that one's really a shame).
Whatever you want to know, we can tell you (if you're interested, of course). As for the auto location detection. That would take 5 minutes to add (just add a TBox to each location record), which would work well with reflection, but what about color? I honestly find it easier to just have the user set the player's location, that way we know for sure exactly where they are.
TomTuff
2011-01-10 01:55:49
From: Coh3n
Whatever you want to know, we can tell you (if you're interested, of course). As for the auto location detection. That would take 5 minutes to add (just add a TBox to each location record), which would work well with reflection, but what about color? I honestly find it easier to just have the user set the player's location, that way we know for sure exactly where they are.
Reflection > Invalid user input
Coh3n
2011-01-10 02:19:08
From: TomTuff
Reflection > Invalid user input
And if reflection isn't available?
Gu3st...
2011-01-10 02:39:11
From: Coh3n
And if reflection isn't available?
We could do something like Reflection -> User Input -> Get location using worldmap
TomTuff
2011-01-10 02:52:57
From: Coh3n
And if reflection isn't available?
Reflection would only be called in specific situations.
And besides, if you really want to do it with color, soon enough (hopefully) Boreas's color world walker will be out! (Unless development was stopped and I'm not aware of it.)
Coh3n
2011-01-10 03:15:45
From: Zyt3x
We could do something like Reflection -> User Input -> Get location using worldmap
Yeah it all seems like a lot of effort for something that's not really needed (in my opinion). I mean, how hard is it to give the player a starting location?
Btw, I'm not saying don't do it, I'm just saying I probably won't be the one to do it. :p
Boreas
2011-01-10 10:57:51
From: TomTuff
Reflection would only be called in specific situations.
And besides, if you really want to do it with color, soon enough (hopefully) Boreas's color world walker will be out! (Unless development was stopped and I'm not aware of it.)
Development hasn't stopped, but it will only work if scripters make their reflection walking scripts CTWB Ready and if the users turn it on. Also it won't work if Jagex kills reflection for 18 months with a Runetek6 update for wilderness and free trade before enough of the map is completed.
Gu3st...
2011-01-10 11:01:56
From: Coh3n
Yeah it all seems like a lot of effort for something that's not really needed (in my opinion). I mean, how hard is it to give the player a starting location?
Btw, I'm not saying don't do it, I'm just saying I probably won't be the one to do it. :p
Imo, I'd love to just fill in my army's usernames and passwords and then MSI would do the rest :)
That's the main idea of TUBI
Coh3n
2011-01-10 19:47:58
From: Zyt3x
Imo, I'd love to just fill in my army's usernames and passwords and then MSI would do the rest :)
That's the main idea of TUBI
How would you determine which script to run for each player?
Gu3st...
2011-01-11 12:40:12
From: Coh3n
How would you determine which script to run for each player?
The include would handle that.
I'm not saying I want MSI to do this though
Coh3n
2011-01-11 15:15:47
It could pick a script, yes, but if there's multiple scripts that start at the player's location, chances are it would pick the wrong one.
Gu3st...
2011-01-11 16:02:27
From: Coh3n
It could pick a script, yes, but if there's multiple scripts that start at the player's location, chances are it would pick the wrong one.
That's why I included "I'm not saying I want MSI to do this though"
Coh3n
2011-01-11 16:21:54
From: Zyt3x
That's why I included "I'm not saying I want MSI to do this though"
Yeah I was just explaining. :p
We can still have a TBox for locations and use it when reflection is enabled, but it's not a necessity, nor a priority (for me anyway).
I have so many things I want to do, I just keep adding to the list. :p