SRL Archive - MSI Suggestions

"Death" Walks?


Coh3n

2011-03-19 16:20:58

This idea is from Harry's scripts. He has the script teleport home and death walk if the player is lost. Was wondering if anyone thinks this is a good idea to add to each script (attribute to TScript). This way the player would relocate to the starting position from anywhere in runescape. Would save us from having to maintain/write a fully working world walker, and it's not like paths are hard to make.

Thoughts?

P.S. This would certainly make it easier for people who auto with armies. This could even be used to switch scripts; although, it wouldn't be ideal, it's possible.

E: We could even just have paths from script starting locations (i.e. from bank to bank) to relocate to the next script. Wouldn't need a world walker at all.

NCDS

2011-03-19 16:39:04

From: Coh3n
This idea is from Harry's scripts. He has the script teleport home and death walk if the player is lost. Was wondering if anyone thinks this is a good idea to add to each script (attribute to TScript). This way the player would relocate to the starting position from anywhere in runescape. Would save us from having to maintain/write a fully working world walker, and it's not like paths are hard to make.

Thoughts?

P.S. This would certainly make it easier for people who auto with armies. This could even be used to switch scripts; although, it wouldn't be ideal, it's possible.

E: We could even just have paths from script starting locations (i.e. from bank to bank) to relocate to the next script. Wouldn't need a world walker at all.


I agree with using this to switch between scripts, I don't think there would be any problems with that.

As far as using the "DeathWalk" method when getting lost; is it necessary? I don't think I've had one player get lost using MSI in a very long time.

If it is needed then I'm ok with it as long as it is failsafed properly.

Coh3n

2011-03-19 16:42:23

From: NCDS
I agree with using this to switch between scripts, I don't think there would be any problems with that.

As far as using the "DeathWalk" method when getting lost; is it necessary? I don't think I've had one player get lost using MSI in a very long time.

If it is needed then I'm ok with it as long as it is failsafed properly.

This is why I put "death" in quotes, because it probably wouldn't get lost. I was more talking about so the player could start ANY script from anywhere in RS.

So, you said yes to the paths from bank to bank or yes to using the "death walk" method to switch between scripts?

NCDS

2011-03-19 16:51:13

From: Coh3n
This is why I put "death" in quotes, because it probably wouldn't get lost. I was more talking about so the player could start ANY script from anywhere in RS.

So, you said yes to the paths from bank to bank or yes to using the "death walk" method to switch between scripts?


Yes for bank to bank. I don't see what would be wrong with adding the death walk sort of method, I didn't think about it being used to start from anywhere, but we could use that. :)

I would prefer a WorldWalker sort of thing, but this seems like a valid alternative for now.

Coh3n

2011-03-19 16:53:08

From: NCDS
Yes for bank to bank. I don't see what would be wrong with adding the death walk sort of method, I didn't think about it being used to start from anywhere, but we could use that. :)

I would prefer a WorldWalker sort of thing, but this seems like a valid alternative for now.

Great. :)

WorldWalker would be nice, yes, but there are so many things that need to be taken in to consideration and no one really has the time to properly complete it. This could be the start of an MSI-specific world walker since it'll be able to walk from any scripting starting location to another. And using the death walk method, the player can start from anywhere. :)

Nice and simple, IMO.

Coh3n

2011-03-19 17:04:53

Also just though of this. If the player gets teleported by a random, it can use the death walk method to get back to where it's supposed to be. :)

Gu3st...

2011-03-20 14:22:02

With SPS, a color web walker shouldn't be too hard to do at all. It would be just as easy as making a reflection web walker actually.

E: But I support this idea as a temporally solution.

Coh3n

2011-03-20 15:02:54

From: Zyt3x
With SPS, a color web walker shouldn't be too hard to do at all. It would be just as easy as making a reflection web walker actually.

E: But I support this idea as a temporally solution.

No it's not hard. The thing is, it takes A LOT of time to write one, and write it well. MSI doesn't even need a web walker, it just needs to get from location to location, and this is a nice simple, effective solution.

NCDS

2011-05-02 08:43:34

From: Coh3n
I'm just going to assume you forgot about this thread, NCDS. ;) I also just moved it to public for everyone to see, and I'll add it to the core to-do list. Please continue the discussion there.

Yeah, I did. :duh:

So we want it capable of walking to ALL locations including banks plus trees/rocks/fish spots/etc., correct?

Echo_

2011-05-02 12:22:54

This is a good idea, it would have had to been implemented once the autofighter was finished anyways.

Coh3n

2011-05-02 20:38:29

From: NCDS
Yeah, I did. :duh:

So we want it capable of walking to ALL locations including banks plus trees/rocks/fish spots/etc., correct?

Well ideally, yes, but the simple Home Teleport would be nice temporarily until someone wants to take on the job. I'm thinking ReadySteadyGo's WebWalker concept would work really well for MSI. Even better if teleports could be incorporated.

Overtime

2011-05-02 21:30:45

This is a great idea, I thought about this the other day.. kind of.

I thought of it being used as Antiban though.

Like have it home teleport and have it sit and chill around players. And maybe do a couple of emotes.

Maybe walk inside the castle, and talk to a couple of NPC's and walk back down and continue to its destination.

This would be the ULTIMATE anti-ban though.

but yes i agree with the death walk.

even if it gets lost inside the castle, it can just home teleport.

Even if its lost at draynor, you can have it run back to draynor. Sometimes some of my characters are lost in draynor.

NCDS

2011-05-02 23:22:23

From: Coh3n
Well ideally, yes, but the simple Home Teleport would be nice temporarily until someone wants to take on the job. I'm thinking ReadySteadyGo's WebWalker concept would work really well for MSI. Even better if teleports could be incorporated.


I can probably get the base code for it done tomorrow (should be pretty simple), that way anyone can just post the paths to be plugged in.

Coh3n

2011-05-03 00:04:13

From: NCDS
I can probably get the base code for it done tomorrow (should be pretty simple), that way anyone can just post the paths to be plugged in.

I'd rather it not have to be a collection of paths/points, though. That's just a huge headache, but I guess would be the easiest way to go. And we already know it would work with both reflection and SPS.

@Overtime, that's some intense antiban. :p But yes, the idea would be that anytime a player is set as "Lost" it would teleport to Lumbridge and walk back to its proper location.

cycrosism

2011-05-03 03:25:27

So if I wanted to walk from say, from Falador to Edgeville he will tele back to Lumbridge then walk all the way back there?

Echo_

2011-05-03 08:25:03

From: cycrosism
So if I wanted to walk from say, from Falador to Edgeville he will tele back to Lumbridge then walk all the way back there?


If the script cannot read your current location for some reason (ie you fail a random and get teleported somewhere, or you die and are sent to Lumbridge), then yes it would have to teleport to Lumbridge then walk back to the area designated for that script. That's kind of the point of this though, if the script finds that you are not in the right area it will relocate you.

Coh3n

2011-05-03 12:26:47

From: cycrosism
So if I wanted to walk from say, from Falador to Edgeville he will tele back to Lumbridge then walk all the way back there?

If we just stick with the Home Teleport then yes, but I'm not really a fan of that since it is a waste of time. I'd like to look in to ReadySteadyGo's WebWalking system more when I have time because I think that would be perfect for what we're trying to do, and it can relocate from anywhere.

NCDS

2011-06-20 17:49:53

So I'm going to start implementing this today.

Currently my plan is to incorporate it into the already existing MSI_AtLocation. The function currently checks to see if you are at the needed location or if you are at least close enough to relocate there, and if so it does that. My plan is to make it so if the relocation point is not on the MM, to home tele and walk back (as this thread suggests).

I'm thinking of adding a 'Path' attribute to the MSI_Locations record which will hold the Reflection tiles required for walking to the desired location. During the actual walking code the tiles will be converted into points for SPS if need be to continue support for either one.

Any other suggestions or problems with that? I'm going to start gathering tiles now so I'll check back in a while to see if anyone made any comments before I start the actual code.

Coh3n

2011-06-20 21:16:19

Don't add it to MSI_AtLocation, it will cause issues with the player setup. If. The player isn't at the set location, it checks the other location for the script. If the user sets the location at the bank, but the player is at the mine, we don't want it to home teleport then walk back to where it already was.

Congrats on Dev by the way. :)

cycrosism

2011-06-20 21:26:41

I use to have this on my draynor willow cutter, was pretty good and yeah its a good feature to add.

NCDS

2011-06-20 21:32:48

Alright, I think I found a pretty smooth way to work it into MSI_Relocate instead but I probably wont get to much until tomorrow afternoon, as I'll be off for the night soon.

and thanks :)

Coh3n

2011-06-21 07:37:22

From: NCDS
Alright, I think I found a pretty smooth way to work it into MSI_Relocate instead but I probably wont get to much until tomorrow afternoon, as I'll be off for the night soon.

and thanks :)

Yeah, MSI_Relocate sounds good to me. I would make a separate function still though. Could be put in Walking.simba or Antiban.simba. The function will simply do the "death walk" and set the player's location (assuming the walking was successful).

This would have been handy the other day when my character failed Prison Pete and ended up in the middle of nowhere. :p

NCDS

2011-07-06 17:19:07

This is all finished and has been pushed to the main repo. :)