SRL Archive - OSR Help

Need some suggestions


Flight

2011-05-18 08:38:54

So… In my script I'm working on I'm supposed to find the object "Passage" in the Abyss and walk through it rather than mining/chopping/lighting the other passage ways. The problem is every time you enter the abyss both the Object IDs and Object tiles change.

Now this wouldn't be such a big deal if I could just search the MM for the Passage obj and go from there, but when an object is a certain ID 1 time, then the next time you enter that same Object ID will have a completely different model and tile, but still be the same ID. :mad: For example. Trip #1: We enter the Abyss, 7148 is the Obj ID for 'Passage' (which is what we were looking for) and it's at Tile(3125,4857). Trip#: 7148 is the Obj ID for 'Eyes' (Different look and interaction menu) at Tile(3149,4826).

I hope that was a good enough example to explain my dilemma. I thought about grabbing an object by it's variant (name) instead, but evidently there's no such hook for getting an Object's variant. Even I could make a hook for that I don't have the skill to make my own Object-variant function. I could really use some suggestions right now, as this is starting to burn me out…:mad:

Kasi

2011-05-18 08:53:33

Use color?
surely the tiles which you walk around dont change
just make it so
R_webWalk(around the circle)
if foundcolorobject then break;

Flight

2011-05-18 09:44:32

The colors are very well blended, the only difference is shape.

Gu3st...

2011-05-18 09:52:15

Let me see a picture of the passage :)

Naike

2011-05-18 11:09:46

From: Flight
:mad:


If my memory serves me well, I recall there being 8 diffrent ID's per model, each for a different spot..

They don't just randomly change the ID of the model, if so, that's new.

Flight

2011-05-18 11:28:26

@Zyt3x:
I'll grab a picture for ya tomorrow.

@Naike:
I guess it used to be more static, but Jagex has gone overboard with… (model-swapping?) lately. You're welcome to see for yourself, infact I'll take a few shots tomorrow of the same Object ID one trip and it completely changing look/interactive menu the next trip.

Flight

2011-05-18 21:32:27

Erm nevermind for now, I've found out the passage appears in a pattern every time you enter the Abyss, so I'm to the point of manually recording tiles. I can get my player to the relatively close distance of the Passage, beyond there I'll try to rely on Color to find it. We'll see what happens as far as that goes, but this'll take some time.

Yago

2011-05-18 22:21:43

You can always get the object at the specified tile.

Flight

2011-05-18 22:31:07

Tile changes every time you enter. Sometimes it's the passage, sometimes it's an object you need to light/mine/chop/squeeze-through/distract, and sometimes it's a completely blocked tunnel.

Echo_

2011-05-18 22:35:17

Every time you enter the abyss, use GetMyPos to find your current tile. Then you could create your walking dynamically off of that. As for objects, you could use GetAllObjects and check uptext for each object found by iterating through the TNPCArray.

Yago

2011-05-18 22:38:21

From: Echo_
Every time you enter the abyss, use GetMyPos to find your current tile. Then you could create your walking dynamically off of that. As for objects, you could use GetAllObjects and check uptext for each object found by iterating through the TNPCArray.


Was just about to post that. Just record the tile that you enter in and calculate you tile offsets from that or something.

You could also make a for I:=0 to high objs and search for a name

Flight

2011-05-18 22:59:56

From: Yago
Was just about to post that. Just record the tile that you enter in and calculate you tile offsets from that or something.

"Tile offsets"? And how are you finding your destination tiles to even calculate these? I don't think you really understand what I'm talking about.

From: Yago

You could also make a for I:=0 to high objs and search for a name

No such hook for "objs name".

From: Echo_
As for objects, you could use GetAllObjects and check uptext for each object found by iterating through the TNPCArray.

I was already told it's not possible to get an Object's uptext without hovering over it with the mouse. With that being said, you're suggesting I run to all… I don't know, 5,000? objects in the abyss and check the uptext for all of them until I find the one I'm looking for?

Never the less, I appreciate both of your suggestions, but until I've proven this new method invalid, I'm going to work with it. I've found the tile pattern and I've recorded all I need to give it a test run, I just have to finish some color-finding for the detailed part and I'll give it a go. If it works then grand, we can close this thread, if not you guys will be the first to know. So until then, just give me some time and I'll see what I come up with first.

Yago

2011-05-18 23:08:42

Sorry, as a clarification, I meant that if upon entrance just get your current tile and then calculate the position of the object you are searching based on it.

As for the object I was think about NPC's sorry again for not helping

Flight

2011-05-18 23:46:46

Ah gotcha, well I appreciate you trying to help. At this point I've already accurately determined the general area the Passage will be every time we enter the Abyss. Now I'm down to finding the the passage on-screen using colors or DTMs.