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View Full Version : SPS false positives in Al Kharid



stein3
07-20-2014, 06:38 PM
Hey all,

I am working on making a script with a short walk through the desert.

When starting to walk, SPS gets an incorrect player position to an area on the map which looks (to me) not much like where the player actually starts from.
Sometimes getPlayerPos() actually returns a point outside of the map I have loaded.

I am using map accuracy 4, tolerance 500, and required match 0.4 through 0.6.

The walk can be done by a human in two clicks, so using an alternative to SPS would not be too difficult. I just wanted to use SPS because this would be an easy case to learn on.

What can I do to reduce these false positives?

Olly
07-20-2014, 07:37 PM
SPS has always been iffy in the desert, I would suggest against using it. DTM's are perfect for al-kharid.

cosmasjdz
07-20-2014, 08:27 PM
sps also fails in wild, i just use the more rare and eazier recognizable objects and place cursor relative to them

sps fails because maps both in wildy and desert are nearly plain. And also the colors of the map change vastly so sometimes its unreadable at all for sps it fails everytime and every fail differs so that tells me it is not possible to work sps in certain places.

stein3
07-20-2014, 09:16 PM
Thanks guys. That's basically what I was thinking, but it's still unfortunate.

Now to figure out why my MM-DTMs aren't working... needs moar tolerance!