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the nerd
01-11-2007, 12:20 PM
I am currently making a World Walker. The point of a World Walker is to allow people to move there characters between major location in the F2P world. At the moment (as I have only just started this) I am making one to walk characters from Lumbridge castle to Varrock.

These procedures would be handy for people who want to make Quest completer's in RS. I would like it if some people could help me make these procedure for WorldWalk.Scar.

Edit: The most updated version of everything that I have made is listed below.

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WorldWalk.Scar

All of the function and procedures listed and described in "Include" form.
This can easy be added to the include folder for use in scripts.

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WorldWalkTest.Scar

Can people plz test and post problems!!!!

I have just completed "LumbridgeToVarrock" and "VarrockToLumbridge". I've put the two of them in one script, and they will run continuously, until you stop the script, walking your character back-and-forth between Lumbridge and Varrock. Can you plz test.

Note: If you "WorldWalkDebug" set to true on line 243, then the script will create alot of screen shots. SO be warned.

Buckleyindahouse
01-11-2007, 12:57 PM
When i had arga there was a script like this. Didnt get a chance to use too good it lagged like hell on my comp.

Boreas
01-11-2007, 05:07 PM
Hint: use symbols and failsafes
Hint: don't bother with lumby to falador east

tarajunky
01-11-2007, 05:58 PM
Yeah, you definitely want to use symbols as waypoints.

Just off the top of my head you should be able to navigate using the Churn symbol near the chickens, then the mining symbol at varrock east mine. Then there is a clothes shop symbol north of that. And then once you reach varrock there is the training dummy to let you know that you have arrived near the bank.

Before you get to the chickens you can look for the bridge, and you can also look for rocks along the way, both near the bridge and up near the mine.

You probably don't need to add ALL of these, but having a few reliable waypoints along the way will make the entire walking procedure much more reliable.

Remember that you have Home Teleport to help you test the walking. If you made like 3 or 4 noob characters you could make an SRL script that has them attempt to walk as far as they can get, tell you at what point they got stuck, take a numbered screenshot, and then log out. When they log back in they teleport back to Lumby and try again.

oliver1205
01-11-2007, 10:37 PM
the only thing i could say is what evryone else did. use symbols.

Boreas
01-12-2007, 12:26 AM
and watch out for where the path goes from heading east to heading north by the gate to the digsite, easy to get stuck there

the nerd
01-12-2007, 06:20 AM
Thanks every one for the feed back, I will update what i have made so far. And so every one know, i intend for this to lead to the fountain in the middle of varrock, this way people can go to either east or west Varrock easily.