Meh. You don't know what banned j00. No proof of anything.
But, just-in-case, the creator of this script needs to add a little more randomness to clicks, etc.
Printable View
Meh. You don't know what banned j00. No proof of anything.
But, just-in-case, the creator of this script needs to add a little more randomness to clicks, etc.
Wow, thats alot of loads each 0_o. I use six players and 3 loads each.
I put 6 to the randomness, any more and it would miss the rock when moving the mouse.
With only 3 loads each, all the accounts are constantly logging in and out, if RS admins were to check the login length / frequency, that looks a lot more like an auto-er than someone who spends a few hours mining and then like, 10 hours later spends a few more hours.
I don't have direct proof, but circumstantial: I wasn't doing anything on that account except autoing.
You could have used a bad script before mine, my banned account(s) got banned 3 weeks after autoing. But hey, it could be mine. I need more people to use it and tell me what they think. I'm not denying it it could have been mine.
I wasn't actually accusing you, I don't really care. And this is the only mining script i've used that didn't error so badly I couldn't fix it.
Does this do any good with multiplayer?
Yea, it does. I got 20 hour proggie :) I had a 16 hour one with 1 in-active player the other day then, stopped it out of stupidity.
I'm gonna move my army from the chickens at lumbridge to falador to use this.
It better work :P
Thank you! Some one else can use :)!!&&%$^@##*%^%(*##*@&#@#^#@### Happy ness!
The only problem is, they all have like 5k feathers. Lol.
And all of the original stuff from Tut Island..
Oh well. I need to make a walker now. Lol. You're lucky I think this works =P
Nice! Tried it at first, ran into a multitude of errors :(. Turns out none were with the script though! So, I tweaked it around a bit, and finally got this:
SCAR Code:__________________________________________
{=] //\\=//\\=//\\=//\\=//\\=//\\=//\\=//\\=//\\ [=}
{=] | | Rimminington Miner | | [=}
{=] \\//=\\//=\\//=\\//=\\//=\\//=\\//=\\//=\\// [=}
{=] ||=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|| [=}
{=] || || Accumulative Report || || [=}
{=] || Worked 1 Hours, 2 Minutes and 24 Seconds
{=] ||
{=] || Mined 280 Ores
{=] || Banked 280 Ores
{=] || Completed 11 Loads
{=] ||
{=] ||=--=--=--=--=--=--=--=--=--=--=--=-=-=|| [=}
{=] || | T | 11 Loads | Mined 280 Ores
{=] || Dropped 0 Security Books | Got 0 Gems
{=] ||______________________________________|| [=}
{=] //\\=//\\=//\\=//\\=//\\=//\\=//\\=//\\=//\\ [=}
{=] | | Rimminington Miner | | [=}
{=] \\//=\\//=\\//=\\//=\\//=\\//=\\//=\\//=\\// [=}
{=] ||=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|| [=}
DAMN YOU MORDAUT!
Thanks for the proggies guys, keep 'em comming!!
UPDATED
Go and get it! Works with the New SMART(4) and fixed SRL (Loggin/gametab) by ZypherFury!
Um, works until I log in, then says I'm lost... I'm at the mine.
Sorry for the spam, but I have to warn you all of the dangers of not sleeping correctly.
The below is an example of epic failure.
I read this over 3 times.
Me:Quote:
-Fill out the const. and DeclarePlayers.
-MUST have players in the Fally East Bank.
-Absolutely needs S.M.A.R.T... No Exceptions!!!!
-Highest Brightness
-MUST HAVE EXTRA PICKS IN FIRST BANK SLOT!!!!
(I looked at the first post multiple times before posting this):duh: :duh: :duh:Quote:
Um, works until I log in, then says I'm lost... I'm at the mine.
Hmmmm, but I start in the East Bank and now it just sits there saying "Walking to mine"
reflections is outdated. Also, srl is outdated too.
Looks nice :)
I might try with my lvl 110 main after srl gets updated :)
it used to work 2 days ago now it either get lost when it starts or it says walking to mine and doesn't anything
Can i mine iron/gold together on 1 acc?
Any idea when it will be fixed?
Well, my script is fixed to the best of my power. It's SRL thats the problem. I cannot fix it any more than it already is fixed. (Except for adding my own functions ect...) Hope that answers your question.
noidea
UPDATED
See change log for details!
Is reflection really ondated? :O
~Eerik~
UPDATED
See change log for details!
Updated... Please use and post progress reports.
Sorry for the like Quadruble post, but this works perfectly fine...
SCAR Code:__________________________________________
{=] //\\=//\\=//\\=//\\=//\\=//\\=//\\=//\\=//\\ [=}
{=] | | Rimminington Miner | | [=}
{=] \\//=\\//=\\//=\\//=\\//=\\//=\\//=\\//=\\// [=}
{=] ||=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|| [=}
{=] || || Accumulative Report || || [=}
{=] || Worked 12 Hours, 13 Minutes and 0 Seconds
{=] ||
{=] || Mined 2851 Ores
{=] || Banked 2851 Ores
{=] || Completed 107 Loads
{=] || Gotton 10 gems!
{=] ||
{=] ||=--=--=--=--=--=--=--=--=--=--=--=-=-=|| [=}
{=] || * | T | 27 Loads | Mined 726 Ores
{=] || Dropped 0 Security Books | Got 2 Gems
{=] ||=--=--=--=--=--=--=--=--=--=--=--=-=-=|| [=}
{=] || * | F | 12 Loads | Mined 287 Ores
{=] || Dropped 0 Security Books | Got 1 Gems
{=] ||=--=--=--=--=--=--=--=--=--=--=--=-=-=|| [=}
{=] || * | T | 44 Loads | Mined 1184 Ores
{=] || Dropped 0 Security Books | Got 3 Gems
{=] ||=--=--=--=--=--=--=--=--=--=--=--=-=-=|| [=}
{=] || * | T | 24 Loads | Mined 654 Ores
{=] || Dropped 0 Security Books | Got 4 Gems
{=] ||______________________________________|| [=}
{=] //\\=//\\=//\\=//\\=//\\=//\\=//\\=//\\=//\\ [=}
{=] | | Rimminington Miner | | [=}
{=] \\//=\\//=\\//=\\//=\\//=\\//=\\//=\\//=\\// [=}
{=] ||=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|| [=}
Works well, but you should clean up some of your code man, you have lots of unused variables as well as many commented procedures.
Also, a tip, use a findmeonpath function, so that the script can start anywhere along the way. :) Just handy for most.
Also, all of your mining procedures can be shortened. I think someone else posted it but you can do things like:
SCAR Code:Procedure So_What_I_mine;
var
Ints : TIntegerArray;
begin
if not loggedin then exit;
Case LowerCase(Players[CurrentPlayer].Strings[0]) Of
'iron' : Ints := [9717, 9719, 9718];
'gold' : Ints := [9722, 9720, 1];
'copper' : Ints := [9710, 9708, 9709];
'tin' : Ints := [9710, 9708, 9709];
'clay' : Ints := [9713, 9711, 1];
end;
WalkPath(LoadPath('to' + LowerCase(Players[CurrentPlayer].strings[0])));
HackWhore(Ints[0], Ints[1], Ints[2]);
end;
That removes ALL of the small little procedures you have like Iron, Tin, Copper.
Cases are your friend, you don't use them as much as you could. :)
Edit:
Also look for corrections like:
SCAR Code:function LoadPath(Which:String): TPointArray;
begin
if not loggedin then exit;
Case Lowercase(which) of
'toiron': Result := [Point(2969, 3238)];
'tocopper': Result := [Point(2978, 3247)];
'toclay': Result:= [Point(2987, 3239)];
'totin': Result := [Point(2984, 3236)];
'togold': Result := [Point(2976, 3234)];
end;
end;
P.S. I do love this script :)
Wow! Thank you so much Nava! All that information really helps. Thats what I have been looking for the last 2 pages, suggestions like that.
Are there any currently working getmypostiononpath thing working latley? I also need help with the walking part of this too (Yea lol relfection walking ). Sometimes it like skips tiles and it messes up the walking, Thats why I have all of those wait in the two walking functions.
SCAR Code:function FindMeOnPath(var Index: integer; Path: TPointArray; MaxDist: integer): boolean;
var
I, H, DistC, DistS : integer;
begin
Debug('FindMeOnPath', '');
H := High(Path);
DistS := DistanceFrom(Path[0]);
for I := 0 to H do
begin
if not TileOnMM(Path[I]) then Continue;
DistC := DistanceFrom(Path[I]);
if DistC < DistS then
begin
DistS := DistC
Index := I;
end;
end;
Result := DistS < MaxDist;
end;
SCAR Code:// Metagen
//Returns in a TPoint:
//x as: The tile the player is closest to
//y as: The last tile in the array that can be sequentially seen.
Function TileRange(TPA : TPointArray) : TPoint;
var
I, H : Integer;
begin
if not FindMeOnPath(result.x, TPA, 20) then
Exit;
H := high(TPA)
for i := result.x to H do
begin
if not TileOnMM(TPA[i]) then
begin
if i = Result.x then
begin
Debug('TileRange', 'Could Not Find The Path');
Exit;
end;
result.y := Max(i-1, Result.x);
Debug('TileRange', 'TileRange is: ' + inttostr(result.x) + ', ' + IntToStr(result.y));
exit;
end;
end;
Debug('TileRange', 'Can See All Remaining Tiles');
result.y := High(TPA);
Debug('TileRange', 'TileRange is: ' + inttostr(result.x) + ', ' + IntToStr(result.y));
end;
// Metagen
// Picks a good human-like next Tile in the array to walk to and returns
// the array index
Function GenNextTile(TPA : TPointArray) : Integer;
var
PathRange : TPoint;
Variance : Integer;
begin
PathRange := TileRange(TPA);
Variance := (PathRange.y - PathRange.x) / 4;
Result := PathRange.y - Variance - Random(Variance);
Debug('GenNextTile', 'Next Path Tile: ' + IntToStr(Result));
end;
// Metagen / Nava2
function WalkPath(Path: TPointArray) : Boolean;
var
I, H : Integer;
NextTile : Integer;
begin
if not R_LoggedIn then Exit;
H := High(Path);
for I := 0 to H do
begin
if NextTile >= I then Continue;
NextTile := GenNextTile(Path);
if not WebWalk(Path[NextTile]) then
begin
SRL_Warn('WalkPath', 'Could not make it to Path[' + IntToStr(I) + ']', Warn_AllVersions);
Exit;
end;
WaitWhileMoving(Path[NextTile], 8, false);
end;
R_Flag;
Result := DistanceFrom(Path[H]) < 5;
end;
Those should be what you want. GenNextTile is only useful if you have a lot of points in your path. It makes it random :)
There are also these which create a Path to any tile you put in from where you are currently.
SCAR Code:// JuKKa
Function WindPath(xs, ys, xe, ye, gravity, wind, minWait, maxWait, maxStep, targetArea: extended): TPointArray;
var
veloX, veloY, windX, windY, veloMag, dist, randomDist, lastDist, step: extended;
lastX, lastY: integer;
sqrt2, sqrt3, sqrt5: extended;
begin
if not(LoggedIn) then Exit;
sqrt2:= sqrt(2);
sqrt3:= sqrt(3);
sqrt5:= sqrt(5);
while hypot(xs - xe, ys - ye) > 1 do
begin
dist:= hypot(xs - xe, ys - ye);
wind:= minE(wind, dist);
if dist >= targetArea then
begin
windX:= windX / sqrt3 + (random(round(wind) * 2 + 1) - wind) / sqrt5;
windY:= windY / sqrt3 + (random(round(wind) * 2 + 1) - wind) / sqrt5;
end else
begin
windX:= windX / sqrt2;
windY:= windY / sqrt2;
if (maxStep < 3) then
begin
maxStep:= random(3) + 3.0;
end else
begin
maxStep:= maxStep / sqrt5;
end;
end;
veloX:= veloX + windX;
veloY:= veloY + windY;
veloX:= veloX + gravity * (xe - xs) / dist;
veloY:= veloY + gravity * (ye - ys) / dist;
if hypot(veloX, veloY) > maxStep then
begin
randomDist:= maxStep / 2.0 + random(round(maxStep) / 2);
veloMag:= sqrt(veloX * veloX + veloY * veloY);
veloX:= (veloX / veloMag) * randomDist;
veloY:= (veloY / veloMag) * randomDist;
end;
lastX:= Round(xs);
lastY:= Round(ys);
xs:= xs + veloX;
ys:= ys + veloY;
SetArrayLength(Result, GetArrayLength(Result) + 1);
Result[ High(Result) ] := Point(Round(xs), Round(ys));
step:= hypot(xs - lastX, ys - lastY);
lastdist:= dist;
end;
end;
//All time sexy by JuKKa failsafes by moi! :)
Function WebWalk(T : TPoint): Boolean;
Var
I: Integer;
M: TPoint;
CTRLPoints: TPointArray;
Begin
if not(LoggedIn) then Exit;
Repeat
M := GetMyPos;
CtrlPoints := WindPath(M.x, M.y, T.X, T.Y, 5.0, 2.5, 0.0, 0.0, 4.5, 2.5);
For I:= High(CtrlPoints) DownTo 0 Do
begin
if WalkToTileEx(CtrlPoints[i], 0, 10) Then
Begin
Result := I = High(CtrlPoints);
Break;
End;
if SamePoint(M, GetMyPos) then
Exit;
end;
Until(Result);
End;
i dont think this works now because of the new update
it just wont walk form the bank
There was an update this morning, and there is about to be an update in 2 minutes. [Runescape]
Smart Ain't Working Man... I think It's Because The Update You Mentioned....
It Just Hover over "Please Login" Words
Yes, SMART works perfectly fine. Jagex just changed the colour of one pixel search for the fix by Lee Lok hin
im not talking about login im talking about this script wont walk anymore :(