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Thread: [RS3]OGL Setup/Help/Explination

  1. #1
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    Default [RS3]OGL Setup/Help/Explination

    Using all of the currently available resources what sort of things are possible with OGL?
    Animations, walking/tiles, ground items, inventory items, NPCs, etc?

    Is there enough OGL resources out there to make a fully functioning script using the above things (with some color helps here and there).

    If so, can someone post a script they have made using OGL so I can see it and learn, or point me to somewhere where I can see example scripts or just all of the different possible commands I can use along with OGL (an API more or less).


    Thanks.

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    Quote Originally Posted by YoHoJo View Post
    Using all of the currently available resources what sort of things are possible with OGL?
    Animations, walking/tiles, ground items, inventory items, NPCs, etc?

    Is there enough OGL resources out there to make a fully functioning script using the above things (with some color helps here and there).

    If so, can someone post a script they have made using OGL so I can see it and learn, or point me to somewhere where I can see example scripts or just all of the different possible commands I can use along with OGL (an API more or less).


    Thanks.
    I believe Ashaman got his LRC miner to work with OGL. I'm just not sure what exactly it was like.

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    Quote Originally Posted by YoHoJo View Post
    Using all of the currently available resources what sort of things are possible with OGL?
    Animations, walking/tiles, ground items, inventory items, NPCs, etc?

    Is there enough OGL resources out there to make a fully functioning script using the above things (with some color helps here and there).

    If so, can someone post a script they have made using OGL so I can see it and learn, or point me to somewhere where I can see example scripts or just all of the different possible commands I can use along with OGL (an API more or less).


    Thanks.
    Pretty much OpenGL in terms of scripting is like reflection: Perfect text, finding NPC's, Objects, Ground Items, items in inventory is perfect. I'm not sure if Brandon ever finished his walking thingy (was going to have 100% accurate walking).. The difference (besides the inner mechanics) is that the OpenGL "IDS" are for Objects, ground items, npc's and everything are all in the same category unlike reflection were objects have id's then items have ids etc etc. Also, OpenGL id's pretty much have to be stored in a int64 because they are massive lol.

    More info: http://villavu.com/forum/showthread.php?t=104932

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    Quote Originally Posted by Officer Barbrady View Post
    Pretty much OpenGL in terms of scripting is like reflection: Perfect text, finding NPC's, Objects, Ground Items, items in inventory is perfect. I'm not sure if Brandon ever finished his walking thingy (was going to have 100% accurate walking).. The difference (besides the inner mechanics) is that the OpenGL "IDS" are for Objects, ground items, npc's and everything are all in the same category unlike reflection were objects have id's then items have ids etc etc. Also, OpenGL id's pretty much have to be stored in a int64 because they are massive lol.

    More info: http://villavu.com/forum/showthread.php?t=104932
    I think for now it will be 100% accurate SPS walking using a math thing that masterBB made.

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