SRL Archive - OSR Help

6 hour login


ikillthechickens

2013-03-26 00:26:39

Quck question, does the oldschool game require you to refresh the page after 6 hour or is this just for EOC?

Thanks

Kindle

2013-03-26 00:33:13

Both.

Runehack123

2013-03-26 00:35:28

You can get SMART8 and then put something srlsixhourfix and forgot what it was at the bottom to get past the 6 hour limit.
Needs to be v8+

ikillthechickens

2013-03-26 00:38:19

Ah k, thanks!

Justin

2013-03-26 00:46:08

Old School RuneScape auto-logs you at 6 hours. No need to re-load the client, you can just log right back in, you can add a 'if not (LoggedIn) then LoginPlayer;' to your main-loop and it will re-log providing you have set up your players correctly.

ikillthechickens

2013-03-26 00:51:11

From: Justin
Old School RuneScape auto-logs you at 6 hours. No need to re-load the client, you can just log right back in, you can add a 'if not (LoggedIn) then LoginPlayer;' to your main-loop and it will re-log providing you have set up your players correctly.


If this is true then it will be handled by my checkConnection procedure that checks if my player is logged out and it is not due to a random event that couldnt be solved (ie connection lost and now 6 hr thingy)

Justin

2013-03-26 00:53:29

From: ikillthechickens
If this is true then it will be handled by my checkConnection procedure that checks if my player is logged out and it is not due to a random event that couldnt be solved (ie connection lost and now 6 hr thingy)


What does your checkConnection procedure contain? Normally if it logged out because of an unsolvable random it will set the Players 'active' to false, if its false and no other players are 'true' the script will just terminate.

ikillthechickens

2013-03-26 01:00:17

From: Justin
What does your checkConnection procedure contain? Normally if it logged out because of an unsolvable random it will set the Players 'active' to false, if its false and no other players are 'true' the script will just terminate.


I was using this procedure temporarly when the script didn't use SRLs random solving so it would differente between a connection lost or stuck in a random. I would set a flag when the minimap changed significantly or it didn't find all the tabs etc, then check this flag in the checkConnection procedure.

Since you mentioned that it sets Players 'active' to false I should prolly remove it now.