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Thread: Walk to

  1. #1
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    Default Walk to

    I cant even go for a day without help,better safe then sorry. Anyways, I want scar to go back to a spot instead of straying to far. But i want to do it from all spots. Because it gets lost and has to have a rat help him get back. Minimap is what im thinking but i dont know how to do this. A bitmap could help but im starting to use them to much. Any ideas?

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    Your going to need to explain the situation a bit better than that for me to help...

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    Sure, when i run my script it kills rats and sometimes the rats are far away and they lead me over there and my script gets stuck. After its done fighting i want to run it to a certain spot on the mini map, where the rats respawn. Is there any way to do this?

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    If I understand this right, you are fighting rats, and you do not want to get too far from a certain point?

    Try creating a DDTM (on the minimap) of the location you always want to be near. Search for it after every rat, and if it is a certain distance away from MMCX,MMCY, then MouseFlag back to the location you always want to be near.

    Get what I'm saying? Depending on the situation (I didn't see what it looks like on the MM), this would probably be one of the best solutions. If you are using reflection (which I'm pretty sure you aren't), then you could probably just make sure you don't get too far away from a certain tile.

    There are many DDTM tutorials if you do not know how to make and use them:
    Creating and using DDTMs - by Blumblebee
    How to make DDTMs with Nielsie's DDTM maker - By NaumanAkhlaQ
    Last edited by JAD; 08-19-2009 at 12:14 PM.

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    Exactly what i was trying to do jad thanks.

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    I think DDTMs are still a bit over your head.
    I suggest you make a woodcutter that drops all logs before you start making some more complex script, such as an autofighter.

    Here's what your first script could/should have:
    • Chop down all F2P trees, type of tree is declared by user
      • players[0].strings[0] := 'willow'; // tree, oak, willow, yew
    • Multiplayer
      • Next player after every 10 loads
      • Next player if current is lost
    • Progressreport
      • How many logs has each player chopped/dropped
      • How much XP has each player gained
      • What's the XP per hour rate on each player

  7. #7
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    Quote Originally Posted by marpis View Post
    I think DDTMs are still a bit over your head.
    I suggest you make a woodcutter that drops all logs before you start making some more complex script, such as an autofighter.

    Here's what your first script could/should have:
    • Chop down all F2P trees, type of tree is declared by user
      • players[0].strings[0] := 'willow'; // tree, oak, willow, yew
    • Multiplayer
      • Next player after every 10 loads
      • Next player if current is lost
    • Progressreport
      • How many logs has each player chopped/dropped
      • How much XP has each player gained
      • What's the XP per hour rate on each player
    hes doing good with the auto fighter tbh.. i personally dont mind answering his questions, as long as he learns and understands the mistakes, and if it is his first script, this is an amazing first script if i say so myself
    <TViYH> i had a dream about you again awkwardsaw
    Malachi 2:3

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