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Thread: BEST Walk method for THIS situation

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    Default BEST Walk method for THIS situation



    i need it to walk right up to the cage...(the white box with npc dots inside of it)

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    I'd say radialwalk, most likely.

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    TPA, Then sort it from the most cluster of them or sort them from Middle point on MiniMap.

    -The_Shermanator
    Current Project: All In 1 Falador Script - 20% DONE

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    Quote Originally Posted by The_Shermanator View Post
    TPA, Then sort it from the most cluster of them or sort them from Middle point on MiniMap.

    -The_Shermanator
    ... a little over my head... maybe make an example then explain parts of it...(like a mini tut)

    Quote Originally Posted by senrath View Post
    I'd say radialwalk, most likely.
    ...phail... the character is on the tut island and talks to the magic instructor who moves around. thus you move around to differnent spot and the radius could get screwed up... i already tried that and ddtm walking

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    Quote Originally Posted by mormonman View Post
    ... a little over my head... maybe make an example then explain parts of it...(like a mini tut)



    ...phail... the character is on the tut island and talks to the magic instructor who moves around. thus you move around to differnent spot and the radius could get screwed up...
    autocolorthis might work. all you do is take the ground and turn a little piece of it into a bitmap(picture from paint) and make it search like 20 out, and voila!

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    i was thinking more like (expanding on what shermanator said) make a tpa of the yellow dot cluster (or a yelow dot in general i guess although problems could easiy arise) and make it find the mid point of the tpa, and click there, thus walking right to the fence/wall or w.e it might be.
    “Ignorance, the root and the stem of every evil.”

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    Quote Originally Posted by mormonman View Post
    ...phail... the character is on the tut island and talks to the magic instructor who moves around. thus you move around to differnent spot and the radius could get screwed up... i already tried that and ddtm walking
    Did you try calling this:
    SCAR Code:
    If (rs_GetCompassAngleDegrees <> 0) then MakeCompass('n');
    before calling RadialWalk? Also, you can easily make the radius wider to compensate for East/West movement.

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    Quote Originally Posted by D1zl3 View Post
    autocolorthis might work. all you do is take the ground and turn a little piece of it into a bitmap(picture from paint) and make it search like 20 out, and voila!
    how could i make it go right up to the edge of the cage tho... would this just go to any ground spot or do i use autocolorthis in the radialwalk(which doesn't work)

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    Quote Originally Posted by mormonman View Post
    how could i make it go right up to the edge of the cage tho... would this just go to any ground spot or do i use autocolorthis in the radialwalk(which doesn't work)
    Well to make it go right up to the cage, make it search far enough to the center inside of the cage, and when it clicks, it will make your character go as close as it can, meaning right in front. sorry im not sure what your asking in the second part.
    SCAR Code:
    AutoColorThis(Bitmap, MaxTol, X1, Y1, X2, Y2: Integer)
    It would be something like this:
    SCAR Code:
    Cage := BitmapFromSting = 'dfgdfgdfgdfgdergjhdhfhdfghfdgh'+
                                          'fdghfdghdrtyfhsghehfgshdfrghg'+
                                          'dfghfdghdfhsydfhfdghdgdf';
    AutoColorThis(Cage, 20, MMX1, MMY1, MMX2, MMY2);

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    Well, I'm somewhat fascinated by the universal power of DTMs. I would suggest that you make a DTM of the white walls.

    Just make sure you make the mainpoint where you actually would like to click, put in 255 tolerance for the mainpoint. And, make the subpoints, and make sure all the subpoints have 30 tolerance and areasize set to 3.

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    why does it have to go right up to the cage? why don't you just get the runes on tut island from the mage, then turn the screen to west so you can see the chickens and just click on air blast then a chicken, if you aren't close enough then it'll walk up till it is close enough, I dont think you have to be right up to the cage, if I remember correctly when I made my last account.

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    Good suggestion banked, but i just have to point out that evilchicken comes in here with the same answer from another post, basically just had to copy and paste, and the answer is still good.

    Thanks for the extra info on ddtms, ive read tutorials and was still having trouble.

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    Quote Originally Posted by EvilChicken! View Post
    Well, I'm somewhat fascinated by the universal power of DTMs. I would suggest that you make a DTM of the white walls.

    Just make sure you make the mainpoint where you actually would like to click, put in 255 tolerance for the mainpoint. And, make the subpoints, and make sure all the subpoints have 30 tolerance and areasize set to 3.
    @ EvilChicken! = i will post my attempt at this, when i get home... i have already tried with the white walls... do i need to make an autocolor function for the white or would it work better to just put the color in and add more tolerance..?

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    Quote Originally Posted by mormonman View Post
    @ EvilChicken! = i will post my attempt at this, when i get home... i have already tried with the white walls... do i need to make an autocolor function for the white or would it work better to just put the color in and add more tolerance..?
    30 tolerance will do, as long as you remember to set the subpoints' AreaSize to 3.

    And, ofcourse use the DTMRotated function (in Color.scar) to search for the DTM.

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