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Thread: [SRL-6] Gelatinous Abomination Obliterator

  1. #101
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    Quote Originally Posted by Grimxxdeath223 View Post
    Hi there. First time posting. So I have it all setup correctly. Only using Melee. Using DirextX plugin. Everything runs smoothly until it gets to the cave enterance. It just sits there without entering. I have to disable smart, let myself in, and then it picks right back up. Any ideas what could be causing this?

    This is what it does:

    ---- Found 1 shades of black, finding the most common one...
    -- TRSMinimap.getBlackBackground(): 65536
    -- Function isInDungeon() result: False 0%

    EDIT: Now when it gets to the cave, it just teleports back to Taverly. Not sure how I broke this.
    EDIT2: Sorry, the above about the teleport only happens in OpenGL, directX is where it can't find the cave and gives the above errors
    EDIT3: Fixed it myself, just updated the color for the cave and it worked like a charm.
    Ahh, looks like the colors changed. I know Jagex changed some colors again after the update because of complaints. Well done, on fixing it yourself I'll push an update if I ever get around to it.

  2. #102
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    I also changed up colors to fix banking and the dungeon search. It'll get my character almost to the dungeon entrance, but seems to stop one click away.

    Simba Code:
    if findColorTolerance(x, y, 1787389, minimap.getBounds(), 10) then
      begin
        mouse(point(x + 4, y + 10), MOUSE_LEFT);
        wait(gaussRangeInt(500, 1000));
        while (not notMoving()) do
          wait(100);
      end;

    Does this search for the dungeon icon on the minimap? I am assuming that is something I need to change as well to get that one extra click to the dungeon.

  3. #103
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    Quote Originally Posted by fortier4 View Post
    I also changed up colors to fix banking and the dungeon search. It'll get my character almost to the dungeon entrance, but seems to stop one click away.

    Simba Code:
    if findColorTolerance(x, y, 1787389, minimap.getBounds(), 10) then
      begin
        mouse(point(x + 4, y + 10), MOUSE_LEFT);
        wait(gaussRangeInt(500, 1000));
        while (not notMoving()) do
          wait(100);
      end;

    Does this search for the dungeon icon on the minimap? I am assuming that is something I need to change as well to get that one extra click to the dungeon.
    Yes, the 1787389 was the orange colour of the dungeon symbol. I read somewhere that the minimap symbols changed, so that color will need to be updated. Good to see you fixed the bank/dungeon entrance colours. Maybe you could post the fixes here for others?

  4. #104
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    Is this going to be updated anytime soon?

  5. #105
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    Quote Originally Posted by pall398 View Post
    Is this going to be updated anytime soon?
    It would probably take me 3-4 of hours to update/test it properly. I don't think the SRL developers have finished working on the new minimap symbols yet, so I would have to rewrite the functions that use those symbols. I'm pretty busy irl at the moment so don't hold your breath .

  6. #106
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    Ok so I gave this a bit of an update. Those RS updates seemed to have changed quite a few things since I last logged in. This isn't a 100% flawless version, but it works.

    Change log for 4.30:

    • Fixed dungeon entrance colors
    • Removed minimap symbols and replaced with color/DTM solutions
    • Created new SPS maps to reflect the new minimap symbols
    • Created new SPS paths for the new maps


    I've also updated the powersScreen.simba include file (which is yet to be officially updated in SRL6). If you want the player setup (specifically adding abilities to action bar and toggling combat XP) then you will need to replace the powersScreen.simba file in your includes folder (C:\Simba\Includes\srl-6\lib\interfaces\) with the one attached to this post (only tested on directX).


    Known bugs:

    • The chat box fonts have changed so it can no longer recognize it's gained a level (this has implications for experience toggling and weapon switching - it won't stop training a skill once you have reached your desired level).
    • I haven't updated the bank booth colors (but the banker NPC should still work).



    Should auto-update from the script in first post. It will also auto-download the new SPS map.

    Progress Report:
    [| --Gelatinous Abomination Obliterator-- |]
    ||              v.4.30                    ||
    || Time Running: 02h 48m 39s              ||
    || XP Gained: 18000 (6,403 PH)            ||
    || Herbs Collected: 92 (33 PH)            ||
    || Profit Made: 35679 (12,692 PH)         ||
    || Charms Collected: Disabled             ||
    || Monsters Killed: 450 (160 PH)          ||
    || Times Banked: 4                        ||
    || Levels Gained : 0                      ||
    || Atk: 0 Str: 0 Def: 0 Rng: 0 Mag: 0     ||
    || Switched Weapons: 31 times             ||
    [|----------------------------------------|]
    Attached Files Attached Files

  7. #107
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    Quote Originally Posted by The Mayor View Post
    Ok so I gave this a bit of an update. Those RS updates seemed to have changed quite a few things since I last logged in. This isn't a 100% flawless version, but it works.

    Change log for 4.30:

    • Fixed dungeon entrance colors
    • Removed minimap symbols and replaced with color/DTM solutions
    • Created new SPS maps to reflect the new minimap symbols
    • Created new SPS paths for the new maps


    I've also updated the powersScreen.simba include file (which is yet to be officially updated in SRL6). If you want the player setup (specifically adding abilities to action bar and toggling combat XP) then you will need to replace the powersScreen.simba file in your includes folder (C:\Simba\Includes\srl-6\lib\interfaces\) with the one attached to this post (only tested on directX).


    Known bugs:

    • The chat box fonts have changed so it can no longer recognize it's gained a level (this has implications for experience toggling and weapon switching - it won't stop training a skill once you have reached your desired level).
    • I haven't updated the bank booth colors (but the banker NPC should still work).



    Should auto-update from the script in first post. It will also auto-download the new SPS map.

    Progress Report:
    [| --Gelatinous Abomination Obliterator-- |]
    ||              v.4.30                    ||
    || Time Running: 02h 48m 39s              ||
    || XP Gained: 18000 (6,403 PH)            ||
    || Herbs Collected: 92 (33 PH)            ||
    || Profit Made: 35679 (12,692 PH)         ||
    || Charms Collected: Disabled             ||
    || Monsters Killed: 450 (160 PH)          ||
    || Times Banked: 4                        ||
    || Levels Gained : 0                      ||
    || Atk: 0 Str: 0 Def: 0 Rng: 0 Mag: 0     ||
    || Switched Weapons: 31 times             ||
    [|----------------------------------------|]
    Thanks for the update I appreciate it!

  8. #108
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    Exception in Script: Runtime error: "Access violation" at line 1605, column 3
    The following bitmaps were not freed: [Minimap Mask]
    File[C:\Simba\Includes\SRL-6/logs/SRL log (09-04-14 at 06.12.31 PM).txt] has not been freed in the script, freeing it now.

    This is what i get.

  9. #109
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    I can't get it running either, I'm trying to make a dumbed down version that just attacks in the cave because I'm not bothered about loot ect
    I think the main reason for it not running for me is when the map is messed up and in weird squares, the sps maps can't handle it and stuff messed up

  10. #110
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    Quote Originally Posted by Xgremreaper View Post
    Exception in Script: Runtime error: "Access violation" at line 1605, column 3
    The following bitmaps were not freed: [Minimap Mask]
    File[C:\Simba\Includes\SRL-6/logs/SRL log (09-04-14 at 06.12.31 PM).txt] has not been freed in the script, freeing it now.

    This is what i get.
    Not at home atm so can't take a look. Are other scripts working for you?

    Quote Originally Posted by catsrback321 View Post
    I can't get it running either, I'm trying to make a dumbed down version that just attacks in the cave because I'm not bothered about loot ect
    I think the main reason for it not running for me is when the map is messed up and in weird squares, the sps maps can't handle it and stuff messed up
    Was your error the same as above? Just use openGL graphics. If your MM dissapears when you login, just logout to lobby and back in, and your MM should appear. You can start the script inside the dungeon to avoid the walking

  11. #111
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    No, I don't get his error, my main ones are the map, it can't detect gauntlets when I have them equipt and at the start of every script it changes the action bar but fails to drag the wrong hotkeys into the bin, I think it's because of the share the action bar update.It might be easier to remove that function and just get people to set it before running?
    I'll put a picture of the gauntlets:


    it hovers over the necklace spot for me so it can't find the gauntlets, again it might be easier just to remove that and get people to set it up with the gauntlets already on

  12. #112
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    Quote Originally Posted by catsrback321 View Post
    No, I don't get his error, my main ones are the map, it can't detect gauntlets when I have them equipt and at the start of every script it changes the action bar but fails to drag the wrong hotkeys into the bin, I think it's because of the share the action bar update.It might be easier to remove that function and just get people to set it before running?
    I'll put a picture of the gauntlets:


    it hovers over the necklace spot for me so it can't find the gauntlets, again it might be easier just to remove that and get people to set it up with the gauntlets already on
    Ok I'll see what I can throw together


    E: Ok I've added an option to bypass setup, and made a new method to check level-up. I'm just doing a few other tweaks and I'll push it.

    Progress Report:
    [| --Gelatinous Abomination Obliterator-- |]
    ||              v.4.50                    ||
    || Time Running: 27m 46s                  ||
    || XP Gained: 2040 (4,407 PH)             ||
    || Herbs Collected: 16 (35 PH)            ||
    || Profit Made: 3948 (8,528 PH)           ||
    || Charms Collected: 12 (26 PH)           ||
    || Monsters Killed: 51 (110 PH)           ||
    || Times Banked: 1                        ||
    || Levels Gained : 14                     ||
    || Atk: 2 Str: 2 Def: 5 Rng: 2 Mag: 3     ||
    || Switched Weapons: 5 times              ||
    [|----------------------------------------|]
    Last edited by The Mayor; 04-10-2014 at 09:58 PM.

  13. #113
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    Quote Originally Posted by The Mayor View Post
    Ok I'll see what I can throw together


    E: Ok I've added an option to bypass setup, and made a new method to check level-up. I'm just doing a few other tweaks and I'll push it.

    Progress Report:
    [| --Gelatinous Abomination Obliterator-- |]
    ||              v.4.50                    ||
    || Time Running: 27m 46s                  ||
    || XP Gained: 2040 (4,407 PH)             ||
    || Herbs Collected: 16 (35 PH)            ||
    || Profit Made: 3948 (8,528 PH)           ||
    || Charms Collected: 12 (26 PH)           ||
    || Monsters Killed: 51 (110 PH)           ||
    || Times Banked: 1                        ||
    || Levels Gained : 14                     ||
    || Atk: 2 Str: 2 Def: 5 Rng: 2 Mag: 3     ||
    || Switched Weapons: 5 times              ||
    [|----------------------------------------|]
    Soon my gold farming army shall begin
    thank you for doing all of this and thanks again for getting back so quickly

  14. #114
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    Can someone help me. when i run the script i get somthing written like this

    -- TPlayerArray.setup()
    ---- ERROR: Couldn't find army file()
    -- TPlayerArray.setup(): false

    Can someone plz reply A.S.A.P.

  15. #115
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    I'm having the problem of it not been able to enter the dung. Have the colours changed?

  16. #116
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    Quote Originally Posted by devster789 View Post
    Can someone help me. when i run the script i get somthing written like this

    -- TPlayerArray.setup()
    ---- ERROR: Couldn't find army file()
    -- TPlayerArray.setup(): false

    Can someone plz reply A.S.A.P.
    You didn't setup your players correctly. Read the but about Rafiki http://villavu.com/forum/showthread.php?t=47714 and then make sure you choose that player file in the form when you run this script.


    Quote Originally Posted by arm2 View Post
    I'm having the problem of it not been able to enter the dung. Have the colours changed?
    Could have? Where does it get stuck?

    E: Ok just gave it a run, the entrance colours did change
    Last edited by The Mayor; 04-21-2014 at 02:30 AM.

  17. #117
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    I keep getting stuck in a permanent loop of switching melee weapons...

    What am I doing wrong?

    Thanx

  18. #118
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    Quote Originally Posted by Silvio View Post
    I keep getting stuck in a permanent loop of switching melee weapons...

    What am I doing wrong?

    Thanx
    Congrats on first post in 2 years! It's probably outdated until I update the colours (as stated in the post above yours, and in the first post).

  19. #119
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    I updated the colours manually. I didn't update the hue and saturation is that important (in terms of detectablility)?

    Crashed at waiting for lobby.

    [05:55:41]: ---- Options found: [TelepoM, Previous destination, Cancel]
    [05:55:41]: ---- Found option "Previous dest" in "Previous destination"
    [05:55:41]: -- TRSChooseOption.select() result = true
    [05:55:41]: ---- TRSLodestoneScreen.teleportTo(): Succesfully teleported to previous destination
    [05:55:57]: -- TRSMinimap.getBlackBackground()
    [05:55:57]: ---- Found 4 shades of black, finding the most common one...
    [05:55:57]: -- TRSMinimap.getBlackBackground(): 65536
    [05:55:57]: -- Function isInDungeon() result: False 0%
    [05:55:59]: -- TRSGameTabs.openTab(2)
    [05:55:59]: ---- Tab is already open, exiting
    [05:55:59]: -- TRSGameTabs.openTab(2): = True
    [05:55:59]: -- sps.getPlayerPos(): result = {X = 122, Y = 150}, took 343 ms
    [05:56:03]: -- sps.getPlayerPos(): result = {X = 130, Y = 206}, took 358 ms
    [05:56:06]: ---- Waiting while the player is moving...
    [05:56:10]: -- sps.walkPath(): result = True
    [05:56:10]: -- TRSMinimap.getBlackBackground()
    [05:56:10]: ---- Found 13 shades of black, finding the most common one...
    [05:56:10]: -- TRSMinimap.getBlackBackground(): 65536
    [05:56:10]: -- Function isInDungeon() result: False 0%
    [05:56:14]: -- sps.getPlayerPos(): result = {X = 110, Y = 262}, took 359 ms
    [05:56:19]: -- sps.getPlayerPos(): result = {X = 174, Y = 258}, took 374 ms
    [05:56:27]: -- sps.getPlayerPos(): result = {X = 262, Y = 246}, took 359 ms
    [05:56:36]: ---- Waiting while the player is moving...
    [05:56:37]: -- sps.walkPath(): result = True
    [05:56:39]: -- Function notMoving() result: False
    [05:56:40]: -- Function notMoving() result: False
    [05:56:41]: -- Function notMoving() result: False
    [05:56:41]: -- Function notMoving() result: False
    [05:56:42]: -- Function notMoving() result: False
    [05:56:42]: -- Function notMoving() result: False
    [05:56:43]: -- Function notMoving() result: True
    [05:56:43]: -- TRSMinimap.getBlackBackground()
    [05:56:43]: ---- Found 16 shades of black, finding the most common one...
    [05:56:43]: -- TRSMinimap.getBlackBackground(): 65536
    [05:56:43]: -- Function isInDungeon() result: False 0%
    [05:56:51]: ---- Waiting for lobby screen...
    [05:56:52]: ---- Waiting for lobby screen...
    [05:56:52]: ---- Waiting for lobby screen...
    [05:56:53]: ---- Waiting for lobby screen...
    [05:56:54]: ---- Waiting for lobby screen...

  20. #120
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    Quote Originally Posted by SoulShare View Post
    I updated the colours manually. I didn't update the hue and saturation is that important (in terms of detectablility)?

    Crashed at waiting for lobby.
    Yes, hue and sat are important (see ACA tut in my AIO tut in sig). I might actually get a chance to update the script this weekend, although I wanted to update the powersScreen first so it could add abilities automatically.

  21. #121
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    Thanks the AIO is very informative, ive updated all the colours (with hues/sat/tol). Banking seems to be working now as well as abomination detection. I chose the purple areas of the abominations as their other colours seem to be used in the little streams. Hard to get a consistent colour between worlds so I added to login to my favorite world.

    From what I can tell you have contributed massively to this community, kudos and keep it up.

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    [| --Gelatinous Abomination Obliterator-- |]
    || v.4.50 ||
    || Time Running: 05h 04m 36s ||
    || XP Gained: 71080 (14,001 PH) ||
    || Herbs Collected: Disabled ||
    || Profit Made: 0 (0 PH) ||
    || Charms Collected: Disabled ||
    || Monsters Killed: 1777 (350 PH) ||
    || Times Banked: 2 ||
    || Levels Gained : 0 ||
    || Atk: 0 Str: 0 Def: 0 Rng: 0 Mag: 0 ||
    || Switched Weapons: 3 times ||
    [|----------------------------------------|]

    My progress for this script.
    The amount of time ran, Experience, and Monsters killed, and amount of times banked are correct. The other proggy stuff not so much 0.o.

  23. #123
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    Quote Originally Posted by SoulShare View Post
    Thanks the AIO is very informative, ive updated all the colours (with hues/sat/tol). Banking seems to be working now as well as abomination detection. I chose the purple areas of the abominations as their other colours seem to be used in the little streams. Hard to get a consistent colour between worlds so I added to login to my favorite world.

    From what I can tell you have contributed massively to this community, kudos and keep it up.
    I chose the purple too, if I remember correctly



    Quote Originally Posted by cool4 ltr View Post
    Progress Report by cool4 ltr:
    [| --Gelatinous Abomination Obliterator-- |]
    ||              v.4.50                    ||
    || Time Running: 05h 04m 36s              ||
    || XP Gained: 71080 (14,001 PH)           ||
    || Herbs Collected: Disabled              ||
    || Profit Made: 0 (0 PH)                  ||
    || Charms Collected: Disabled             ||
    || Monsters Killed: 1777 (350 PH)         ||
    || Times Banked: 2                        ||
    || Levels Gained : 0                      ||
    || Atk: 0 Str: 0 Def: 0 Rng: 0 Mag: 0     ||
    || Switched Weapons: 3 times              ||
    [|----------------------------------------|]


    My progress for this script.
    The amount of time ran, Experience, and Monsters killed, and amount of times banked are correct. The other proggy stuff not so much 0.o.
    Yea, all the level up stuff is broken atm because it can't read the chatbox text as the fonts changed. Olly fixed this ages ago but the update hasn't been pushed supposedly.

  24. #124
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    Will try this script out soon! Thanks a lot for making it in advance!

  25. #125
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    Thanks for the release, will use in the future.

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