SRL Archive - Research & Development Lounge

Symbols? Possibly the next Reflection Walking?


John

2012-05-21 20:11:48

I was talking to a good friend of mine, he has come up with a confusing piece of code that would find a symbol and some how turn it into a grid or somthing like this.
But I'd like to make my own simplified version of it, that does the following.
    Find Symbol
    Use the symbol to be the center of a Grid.
    Find the correct grid reference and Use the grid to click the right area.
    Wait for Flag to disappear or until Certain time has elapsed.

Now I do realize that some of those things have already been made, I may use them.
this could help allot, SPS maps would no longer be needed, therefore that chucks out the problem of updating SPS maps.
I don't think you can find an area in RS that has no symbols, if you can just use simple SPS/Radial.


Notes- Thanks to Main For the Idea[He has already achieved this]
Oh and sorry about the grid not being totally completed :p

Feel free to ask questions / give ideas


From: Sin
Symbols move around, they arent static.

Find the symbol each time you Start the path, as in never go by Where the symbol was last time, recalculate.

NCDS

2012-05-21 20:14:31

Check out ObjectDTM's by euphemism. They are used for this exact scenario.

Sin

2012-05-21 20:17:35

Symbols move around, they arent static.

John

2012-05-21 20:18:13

From: NCDS
Check out ObjectDTM's by euphemism. They are used for this exact scenario.

I have tried ODTM But they are always buggy, or in other words never get to the correct points.


From: Sin
Symbols move around, they arent static.


Recalculate the path every time you use this Type of walking.

Joe

2012-05-21 20:19:27

From: NCDS
Check out ObjectDTM's by euphemism. They are used for this exact scenario.


ODTM sometimes incorrectly labels things, though. And when it does label them wrong, they are volatile and change their category (dead tree, rock, boulder). This leads to a walking path that gets you either nowhere or an undesired destination. This is from personal experience, but it might just be me…

John

2012-05-21 20:23:43

From: JOEbot
ODTM sometimes incorrectly labels things, though. And when it does label them wrong, they are volatile and change their category (dead tree, rock, boulder). This leads to a walking path that gets you either nowhere or an undesired destination. This is from personal experience, but it might just be me…

It's not just you.

OffTopic: Your siggy Is confusing :p

Runaway

2012-05-21 20:30:28

From: John
Recalculate the path every time you use this Type of walking.


This is not a solution >.<

Since they aren't static, if you base a grid centerpoint off of the location of a symbol, the grid's tiles will rarely be in the same place twice.

This could be good for failsafe walking, but it's definitely not precise enough to be a primary function… I've never tried it though, so feel free to prove me wrong ;)

John

2012-05-21 20:33:49

From: Runaway
This is not a solution >.<

Since they aren't static, if you base a grid centerpoint off of the location of a symbol, the grid's tiles will rarely be in the same place twice.

This could be good for failsafe walking, but it's definitely not precise enough to be a primary function… I've never tried it though, so feel free to prove me wrong ;)

Everytime you call the function you find the symbol and recalculate the grid on where you found the symbol. So the symbol will always be 0,0.
But i do see this can only get you Rough areas, anyone got an idea to always hit the same point?

Main

2012-05-21 21:16:23

Some symbol have offset of 10 pixel, others wayy less.
But you can use other unique item on the minimap aswell, such as a tree, or middle point of a lake…

P1nky

2012-05-21 21:41:16

From: Main
Some symbol have offset of 10 pixel, others wayy less.
But you can use other unique item on the minimap aswell, such as a tree, or middle point of a lake…


That was what I was going to say, sounds like a neat input that could be coded.

Brandon

2012-05-21 21:49:20

It'd actually be good for item picking up.. Get a minimap dot; 12 pixels. Get the bounds of it and convert the bounds to mainscreen. Search in that box for an item and pick it up. For walking I don't think it'll work as symbols move a ton!

bolshak25

2012-05-21 21:59:23

From: John
Everytime you call the function you find the symbol and recalculate the grid on where you found the symbol. So the symbol will always be 0,0.
But i do see this can only get you Rough areas, anyone got an idea to always hit the same point?


dtms. demise had a great tutorial that works and ive done my walking with dtms since then

John

2012-05-21 23:50:02

From: bolshak25
dtms. demise had a great tutorial that works and ive done my walking with dtms since then

Sorry i didn't make my self clear enough :p
I meant a way to use the symbols still, but to make up for the movement of the symbol. I am sure there is something here we can do. I am Sure there is something along the line here for walking. I'm not saying DTM's aren't accurate my word they are iv'e used them a fair bit.