You should have a setcoord
for each trap
Printable View
You should have a setcoord
for each trap
hmm... so when i place 4 trap i get one or more red chin it will check it but when i fail catching a red chain it just leave it there??!?!?!?!?!?!?!?!?!?
Smurg, suggestion
Instead of color recognition the way you have it.. you should use DTM's of Boxes
like Align did on his..
OpenTrap := BLAH BLAH BLAH
DroppedTrap := (The one on the ground
ClosedTrap :=
And check the Closed traps for Uptext... :)
Total Colors: 1
Total Arrays: 1
Colors: 0 in Array 0
Colors: 0 in Array 1
Chin Slot: 0
Total Colors: 0
Total Arrays: 0
Colors: 0 in Array 0
Chin Slot: 0
Total Colors: 1
Total Arrays: 1
Colors: 0 in Array 0
Colors: 0 in Array 1
Chin Slot: 0
Total Colors: 1
Total Arrays: 1
Colors: 0 in Array 0
Colors: 0 in Array 1
Chin Slot: 0
Total Colors: 2
Total Arrays: 2
Colors: 0 in Array 0
Colors: 0 in Array 1
Colors: 0 in Array 2
Chin Slot: 0
Total Colors: 4
Total Arrays: 2
Colors: 0 in Array 0
Colors: 0 in Array 1
Colors: 2 in Array 2
Chin Slot: 0
Total Colors: 5
Total Arrays: 2
Add the anti leech fix error quickly.
Inb4chinscrash.
But idrc, just need the xp.
What does this mean? How many traps do you have up in what configuration? What's going wrong, if anything? What are your settings? Can't read your mind here.
From what you posted, doesn't look like you have any traps set.
I will for future versions. This one is already released and it still has problems anyways.
Need to fix going after other peoples traps, priority boxes by distance and last time reset, more consistant DTMs, etc.
Plus, those packet bots are swarming red chins, so they'll already be going down.
It doesn't set the traps at all. It just stands there
"Start out at your intended chin hunting area and have all your traps already deployed."
Hello Smurg,
seems like a nice script you have here, I got 50 hunter atm but I will attempt to hunt some grey chins once I get the lvl for it :)
I read that you will have some intentional compile error in the script, will these be very complicated errors wich requires alot of scripting knowledge to fix or can a regular guy like me that watched YoHoJo's tutorials on youtube and just made hes own fletching script be able to use it?
Awesome script, works like a treat with 5 traps, currently on about 240 red chins per hour.
One of the things I've noticed so far, which I'm aware is on the upcoming features list, is when other players place there traps so that they are visible on screen. Usually the other players will place their traps reasonably far away so they appear towards the edge of the screen, I guess just reducing the area that it checks for traps could help a bit. For example the way I lay my traps means the player is only ever 3 squares to the side and 2 square below or above at the max, like this:
http://i1138.photobucket.com/albums/...ns/trappic.jpg
I imagine it would be possible to create a "virtual box" which moves with the player to make the trap area as accurate as possible, although if some players decided it would be fun to place them within your pattern then we're still screwed.
I'm sure you've already begun looking into this and you will certainly know way more than me, just thought I'd try and help :)
An Error I found before:
Edit: After having another look at how your script worked I realised that it orders the trap arrays based on size, smallest first, which works fine when the colour used is smallest on fallen traps, then closed then open. Turned out that the colours had changed slightly and the fallen trap was showing more colours than usual, I changed that and this problem is fixed.Quote:
I also noticed that with 5 traps, due to there being no trap priority (again I'm aware its in the making), it sometimes doesn't get to a fallen trap in time, so the trap disappears and obviously isn't replaced. You mentioned prioritising based on distance, but surely prioritising based on time would be the best solution (if its possible). The trap that has required some interaction for the longest should be attended to first, otherwise chins escape, or traps disappear.
Anyway, once again, awesome script!
Edit: Got a random and stopped the script so here's my first proggy, started at 240/hr then went down a bit, still a good haul.
Quote:
_______________ChinchompaHunter V1.02_________________
Red Chins Caught: 275 (199 chins/hr)
72875 xp gained (52727 xp/hr)
484550 gp gained (350583 gp/hr)
Time running: 1 Hours, 22 Minutes and 55 Seconds
Time until break: 4 Hours, 24 Minutes and 44 Seconds
__________________________________________________ ____
It doesn't set the traps at all
anyone no how to fix it
It doesn't set them after doing what?
Exception in Script: Unable to find file 'SI/MAIN.SIMBA' used from ''
Wtf?? "/
As everyone else will say, go and read the first post, it explains it clear enough. As you have clearly struggled thus far to determine the error, pay close attention to the 'Requirements for Use' section. There you will find the answer you seek.
In future just read the post, the time it took for you to post that question would have been more than enough to figure it out for yourself.
Smurg I'm using DTM which Work Most of the time, as I'm picking up on the size of the object, as you are seeing the pixels change :). Different Methods doing the same thing :)
Mat
Okey ive been venturing the forums and using the search tool with my best ability, I still dont know what or where includes\SI\ is, am I blind/tarded or didnt it install with simba? I know how to install the file but I dont know where :/
You have to create a folder in the includes called SI :)
Smurg's include is the main.simba file on the original post, put it in the right folder and it will work, even if you couldn't understand it from the original post its obvious from other posts in this thread.
how do u make it pick it up when the box trap fail
It doesn't at the moment, Smurg already explained that he had this feature, but it sometimes clicked the wrong traps, so for the time being he's removed it. After a while the failed traps fall anyway, so just leave it and it will work.
It only picks up the traps that catches something, if the trap gets dismantled it doesn't doe anything
[Error] (400:3): Unknown identifier 'ClearRSCanvas' at line 399
Compiling failed.
what does that mean??