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Thread: Red/grey chin bots using 100% color?

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    Default Red/grey chin bots using 100% color?

    Hi, I was wondering if it was possible to create a grey/red chin bot using 100% color.

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    Yes.
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    Can you give me any details... Like how can you make sure a trap is yours and how can you detect if a chin is in it...

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    Quote Originally Posted by wedmarco View Post
    Can you give me any details... Like how can you make sure a trap is yours and how can you detect if a chin is in it...
    You would use Simba's color functions to determine such things.

    A trap changes shape/color/uptext when a chinchompa has been caught.
    And as fas as if they're yours, a grid around your square would suffice for that provided you can reliably place the traps inside said grid.
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    :O I didn't know the traps changed colors when there's something inside! And for the grid, how does that work? I'd very much appreciate if you could link some tutorial or something thanks

    oh and how can you detect a change in the shape of the trap?
    Last edited by wedmarco; 10-10-2015 at 06:53 PM.

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    visit:
    https://villavu.com/forum/forumdisplay.php?f=648

    90% of the information you need should be here

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    I want to do it for osrs thought... Does it matter?

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    Quote Originally Posted by wedmarco View Post
    I want to do it for osrs thought... Does it matter?
    https://villavu.com/forum/forumdisplay.php?f=492

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    I remember having a little success with a Jadinko (is that right?) hunting script back in the day by using simple DTMs. If you're looking for a method to detect shapes that's what I'd use. However determining which traps are yours is a bit more complex and more would go into that than you'd think. A MS grid system would work well but would be disrupted every time your player walks to a different tile. You'll need a very precise walk-back feature to get your player back to the exact tile you started at.

    Surely it can be done via color because that's how we ourselves view and interact with the game; visually. You just need to be creative and be prepared to write fail-safes for any and all possible scenarios.

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    Thank you for making it a bit more clear for me. I'll look into Ms Grid and I'll experiment with that!

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    Welp, I cant find any guides on MS grid... You got anything for me bruv?

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    I had a grid on my red spider eggs script. So it can be done with chinchompas too. Used dtm from minimap, transposed mmtoms the dtm point to determine where i stand, if you make correct dtms and so it can be very accurate. For shapes you can use dtms too or just remember where you had walked like i did with eggs script. Or best idea is to combine both methods. Basicly you need the relative object either in mm or ms which doesnt change place to determine where you are. For example in swamp lizzards script i used mmtoms to find fungus, then counted trees locations from that fungus no matter what the minimap angle is and could clearly distinquish all 4 trees one from another, so could clearly say if i planted trap, if lizzard inside is mine, if am crashed or no, and act accordingly.

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    Quote Originally Posted by wedmarco View Post
    Welp, I cant find any guides on MS grid... You got anything for me bruv?
    Sure, here's an old example of Narcle's work on the MS grid system:
    https://villavu.com/forum/showthread.php?t=72965

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    Alright, thank you guys for helping me I'll see what I'm able to do and I'll come back if I need more help! thanks a lot

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