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Thread: Heavenguards First Script VE Miner + Banker

  1. #1
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    Default Heavenguards First Script VE Miner + Banker

    Heavenguards Varrock East [Power]Miner + Banker

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Hey everyone, Im sorry to say that I am no longer going to update this script. Its not that im giving up, but as a first script, i believe I got all the practice I needed from it, and im going to move on. The script i have as 1.09 has a small bug while its walking to the mine which causes it to freeze. Even though I could just patch it quickly, I grow tired of constantly fixing one problem and uprising another. Its time that I put my skills to the test in another Script. So Thank you all who have downloaded it, I Thank those who have given me feedback [don't know how grateful I am for that stuff], and Thank everyone for helping me on this learning experience. I jammed quite a lot into my head while making this in December, I remember looking at code for the first time 3 Months ago and just wanting to learn more, and up to now, I believe the best things in life are Learned. Thank you all!

    Script Status : Stopped / Outdated


    I feel horrible for letting a lot of people down, I promise a much better script(s) in the future, things to be proud of, and that are worth membership. If anything, you can use the Powermining in my script, as I believe that works pretty good. Of course not as specific and specialed up like a PowerMinerSupreme, it offers the basic things. Once again, I promise much better scripts in my future.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    --------------------------
    - Make Sure Your SRL is Updated. [Open Dev]
    - Place Character in Varrock East Mine, With Iron Ore Rocks in View.
    - Keep PickAxe Equipped or in First Slot.
    - Fill in Your SRL User # and Pass for SRL Stats. [If you Want]
    - Fill out the Player Setup [DeclarePlayers], and Run!
    - Make sure to Read my Things to Remember Located In this Post.
    --------------------------


    ************************************************** **********
    Things Done:
    - Fixed WalkToBank Completely.
    - Fixed WalkToMine Completely.
    - Fixed Feedback Obtained [Thanks All!] .
    - Added Breaking [First Try, will Work on it, Be sure to Read Instructions].
    - Added in Marks.
    - Added Feedback.
    - Added PowerMine Option. [Will be Upgraded after Mine_Ore gets its Upgrades, but it works ]
    - Added Things needed in Progress Report.
    - Added in More Time for the Script to get to the Mine [ 30 more Seconds ].
    - Added Marks to Mining Function
    - Fixed EnterMiningArea Function so it works a little more better.
    - Added Better Dropping for PowerMining.
    - Fixed EnterMiningArea Bug.
    - Added Pick Detection [Just to see if you have one equipped or in your Bag.]
    - Added SRL Stats!
    - Fixed WalkToMine A little more.
    - Fixed Locations to be a Little more Precise.
    - Tweaked Find Symbol So it doesn't Fail.
    - Added AutoLogin! [Make Sure to Read Things To Remember]
    - Added Much Better Random Detection.
    - Added in a Variable for AutoLogins in Progress Report.
    - Fixed WalkToMine Error for Member Worlds.
    - Fixed Only Error in WalkToBank.
    - Added Very Small Wait in AutoLogin to increase accuracy.
    - New Version of WalkToMine, Now uses TPointArray Walking.
    - Tweaked Mine_Ore.


    Known Errors:
    - False AutoLoggin. Script May think Character is not Logged In [May due to Lag/Misc Reasons].


    Things To Come This Week:
    - Going to Fix the AutoLogin Bug.
    - Going to add a quicker way [using TPA's] for the Script to Speed up at the Intersection while Walking to Bank.


    ************************************************** **********
    ************************************************** **********
    Explanation on Setting up Declare Players.
    SCAR Code:
    begin
        Name := '';    Characters Username.
        Pass := '';     Characters Password.
        Nick := '';      4 Letters Not capitalized in Characters Username.
        Active := True;    Leave as True if you plan on Using this Character.
        Pin := '';    Bank Pin #, Leave blank (' ') if you dont have one.
        Booleans[0] := False;    Are you a Member? False for Non-Member, True for Member.
        Integers[0] := 19;    World you want to log into. The World Set here will be used for All Characters.
        Booleans[1] := True;    Signed Client? True for Yes, False for No.
        Booleans[2] := False;    High Detail? Not Recommended. False for No , True for Yes.
        Integers[1] := 5;    Loads to Bank. [Mine and Bank].
        Integers[2] := 10;    Loads to PowerMine. [Mine and Drop]  
        Integers[3] := RandomWait;    Time to Wait before Mining another Ore. You can put in the Time [In Seconds] in Place of RandomWait.
        ----------------------
        Now for the Breaks.
        ----------------------
        Booleans[3] := True;    Want This Charcter to Take Breaks? True for Yes, False for No.
        Integers[4] := RandomBreak;    Break Time [In Minutes]. You Use RandomBreak for a Randomized Amount.
        Integers[5] := 6;    Chance that the Script Will Take a Break.
    end;
    SCAR Code:
    -Things to Keep in Mind.


    AutoLoginMark = 3;
      - Found under Constants.
      - This is for AutoLogin, Place [In Minutes] how Long the script should wait before logging in after getting Disconnected.

    The SRL Stats is just an Overall Proggy on the Script, Use it to Keep Track.
      - Shows Loads Banked / Dropped.

    The Script Checks for the PickAxe once per each Character :
      - I was told Gas Detection No Longer Exists [Due to Legit Players Braking there Axes]. So no need to check each time.
      - If the PickAxe is not found in the Inventory at all, and the pickaxe is not equipped, that player does not continue.

    The Script PowerMines First. Then it does its Mine + Bank Quota.

    The Script will try to Take a Break right when it gets a Full Inventory.

      Integers[4] := RandomBreak;
        RandomBreak chooses a number between 1 and 79. So the Maximum Break Time would be ~79 Minutes.
        You can put in the Break Time [In Minutes] in place of RandomBreak if you want.

      Integers[5] := 6;
        So Heres how this Works.  
        100 / Integers[5] = Chance to take a Break.
        100 / 1 = 100%.  Which means the Script will always take a Break.
        100 / 2 = 50%. Which means the Script has a 50% chance to Take a Break.
        100 / 3 = 33.3%. Which means the Script has a 1/3 chance of Taking a Break.
        100 / 4 = 25%. Which means the Script has a 1/4 chance of Taking a Break.
        - First time making a Break system lol, trying the best that I can.
    ************************************************** **********

    ************************************************** *******
    Heres a Quick Proggy. Will post my Proggies in posts for now on. Please do the same. I will hang up the nice ones
    SCAR Code:
    Heavenguards V.E. Miner + Banker
                  Version: 1.06
                  SRL / Villavu          
                 Progress Report          
        ------------------------------------
        Time Running:    2 Hours, 18 Minutes and 37 Seconds
        Current Player:  0
        Location:        Walking to Mining Area
        Power-Mining?:   False
        Loads to Bank:   10
        Loads to Drop:   15
        Loads Banked:    6
        Loads Dropped:   15
        Breaks Taken:    5
        Total Break Time: 20 Minutes and 0 Seconds
        <Feedback>      
        Tip: Time Exceeded(30 Seconds) for Walking to East Gate Intersection [CheckPoint 1], WalkToMine, Forced Path 2.
        Error: Time Exceeded(100 Seconds) for Walking to Mining Area [CheckPoint 2], WalkToMine, Terminated Script
    Auto Stopped : Click North Bugged on Me XD, Going to use Statics For that Function. It Right clicked the Compass right after Banking, but Never clicked the Option to Face North =[

    ************************************************** *******

    First Script, trying to make it the best as I can! Be sure to post a Progress Report whenever you feel like, it should explain why the script Errors (if it does)

    Hope I don't disappoint you.

    Views on the Attachments
    VE Mine+Banker.scar (12.1 KB, 7 views)
    VE Mine + Banker V 1.02.scar (15.7 KB, 1 views)
    VE Mine + Banker V 1.03.scar (21.6 KB, 4 views)
    VE Mine + Banker V 1.04.scar (21.8 KB, 14 views)
    VE Mine + Banker V 1.05.scar (34.5 KB, 6 views)
    VE Mine + Banker V 1.06.scar (36.9 KB, 13 views)
    VE Mine + Banker V 1.07.scar (48.0 KB, 8 views)
    VE Mine + Banker V 1.08.scar (56.5 KB, 6 views)
    Last edited by Heavenguard; 01-25-2010 at 02:06 PM. Reason: ~Ended~ Script Status.
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  2. #2
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    Can't wait to try it ! post reserved for proggy.
    I don't check this place often, sorry.

    Currently working on - Software Engineering degree. Thank you SRL for showing me the one true path

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    Woo you released
    I will take a look when I get time

    T~M

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    It's not just me working on the AutoColor. To be honest, I had very little to do with it. It's not up to me when it'll get released, so I wouldn't sit around waiting for it. For now, I suggest just using a FindColorsTolerance-type function to return the road color. It will work for what you want and fix your walking problem.

    Since the MM colors change so frequently, using one color (like you have) isn't that reliable, and could be why it'll only do 3ish loads before the walking messes up. I want to take a closer look at the whole thing when I have time as I love you attitude, and you deserve the feedback.

    I have to get 15 mining on my test account before I can officially test it, but that shouldn't take long. Expect a lot of feedback from me sometime in the next couple days.

    Coh3n

  5. #5
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    Quote Originally Posted by Heavenguard View Post
    and it doesn't have gas detection
    As far as I know, gas when mining doesn't exist anymore.

    Line 104, in your AntiBan method:
    scar Code:
    Players[CurrentPlayer].BoxRewards := ['Xp', 'mote', 'ostume', 'oins', 'aphire', 'ssence'];

    That isn't really necessary. Instead, to set it for all players, you could just add the following to your DeclarePlayers method:
    scar Code:
    var
      i: Integer; // Local variable
    ...
    //Right before the end in DeclarePlayers:
    for i := 0 to HowManyPlayers - 1 do
      Players[i].BoxRewards := ['Xp', 'mote', 'ostume', 'oins', 'aphire', 'ssence'];

    I don't really like why you do this:
    scar Code:
    if not LoggedIn then LoginPlayer;

    I'd say change LoginPlayer to Exit and handle player switching either at the beginning/end in the loop in your main loop.

    Also:
    scar Code:
    ATPA := SplitTPAEx(TPA, 5, 5);
    I'd increase the points 5, 5 to the minimum w/h of the rock tile.

    Nowhere in your script do I see you use either SetSettings(2); or SetSettings(3);.

    scar Code:
    if PinScreen then InPin(Players[CurrentPlayer].Pin);
        if BankScreen then Break;
    I believe you should have a wait between those lines (522/523), as it'll also save speed instead of searching for the bank DTM then calling OpenBank and exit if the bank Is open =\

    Lines 604/605:
    scar Code:
    until (FindSymbolIn(X, Y, 'Mining Spot', MMX1, MMCY, MMCX, MMY2)) or (TimeFromMark(T) >= 100000);
      if FindSymbolIn(X, Y, 'Mining Spot', MMX1, MMCY, MMCX, MMY2) then
    That'll slow the script down immensely. Only have FindSymbolIn in either one, not both.

    Line 657-661:
    scar Code:
    Wait(1000);
      ActivateClient;
      Wait(1000);
      DeclarePlayers;
      Wait(5000);
    Why the waits and activate client? It's SMART, it doesn't need to be activate, and SRL does all the waiting for you

    Lines 679-681:
    scar Code:
    Logout;
        NextPlayer(False);
        LoginPlayer;
    NextPlayer(False) does both those line. It automatically logs out, and logs in while setting the previous players active status to False.

    Other than that, very good first script. And i suggest you learn auto-colouring yourself instead of getting Coh3n (and others) to do it It's actually really easy once you know how to do it
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  6. #6
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    Okay, so I said I'd give you a lot of feedback, so here it is. Everything I'm about to say is from V 1.04. Also, I'll probably critisize your organization more than most people would. If you haven't seen my scripts, I'm an organization freak.

    Your Script Header (Introduction):
    • I think it's too jumbled and unorganized. You should spearate the different sections into headings (take a look at my scripts for an example).

    • You should also keep all the text within the 80 character limit. This will make it look neater and more organized.


    Global Variables:

    It's not really a huge deal, but you should write them like this:
    SCAR Code:
    var
      LoadsBanked: Integer;
      A, I: Integer;
    It just looks neater, and is easier to read.

    Constants and DeclarePlayers:
    • Good job, comments always help the people using your script.

    • You shouldn't have "Loads" as a constant as that isn't specific to each player. The way you have it, EVERY player has to do the same amount of loads. If you simple added loads to DeclarePlayers, it can be player specific.
      SCAR Code:
      with Players[0] do
      begin
        { ... }
        Integers[0] := 10; // How many loads to do.
      end;
      Just as a side note, I highly suggest setting up constants for anything you use multiple times throughout the script. In my Draynor script, I have constants for the DeclarePlayers. You could do something like this:
      SCAR Code:
      const
        LOADS = 0;

      procedure DeclarePlayers;
      begin
        { ... }
        with Players[0] do
        begin
          { ...}
          Integers[LOADS] := 10;
        end;
      end;


    SetSettings:
    • Right idea, will work like you want it to. However, it can be shortened, and made easier to read.

    • This is a perfect example of a procedure you can setup constants with. By using constants, you won't have to keep referring back to the notes you have to make sure you put in the right number when you call the procedure.
      SCAR Code:
      procedure SetSettings(Road: Integer);
      begin
        ColorToleranceSpeed(2); // You only have to call this once instead of for each case.

        case (Road) of
          VARROCK_ROAD_COLOR: SetColorSpeed2Modifiers(7.15, 0.35);
          DIRT_ROAD_COLOR: SetColorSpeed2Modifiers(0.61, 0.65);
          { ... }
        end;
      end;
    • Then, when you call the procedure, all you have to say is SetSettings(VARROCK_ROAD_COLOR);. Much easier to remember than the number for each one.


    SetDDTMs:
    • Not bad. Again, constants can be used.

    • Use an AutoColor function for the DDTM color, but you already know that.


    Mine_Ore:
    • Again, you should declare your variables like this:
      SCAR Code:
      var
        X, Y, Z, IronOre, ColorTolerance: Integer;
        TPA: TPointArray;
        ATPA: T2DPointArray;

    • You should use:
      SCAR Code:
      if (not LoggedIn) then
        Exit;

      // Instead of

      if (not LoggedIn) then
        LoginPlayer;
      You should also write it like I have, rather than have it all on one line. I know I have it like that in my guide, but it's better to write it on separate lines. You do this many times throuhgout the script, and it makes it harder to read.

    • There's no need to set the ColorToleranceSpeed to 1 when you change it right away anyway. When you set the ColorToleranceSpeed and Modifiers, why not just add that to the SetSettings procedure? May as well get as much use out of it as possible.

    • It's not really necessary to have a variable for the iron ore color and the color tolerance. You may as well just put it in the FindColors function, otherwise you could make them constants.

    • Like Dan said, you should increase the size of you boxes when you Split your TPA. I also suggest using TPAToATPAEx, rather than SplitTPAEx. They are slightly different (refer to Naum's Wizzy Plugin guide for the specifics).

    • You should also have a legnth check at the start of your for..to..do loop to get rid of false colors. For example, SCAR may pick up one or two pixels of the color in the grass/road/wall/etc.
      SCAR Code:
      for Z := 0 to High(ATPA) do
      begin
        if (Length(ATPA[Z]) < 20) then
          Continue;
        { ... }
      end;
      What this does is basically skip that index of the ATPA if the length is less than 20. I used 20 as an example, and you'll have to experiment with it.

    • You need a better method of detecting when the ore as been mined, rather than just waiting. You can use Marpis's Animation functions in Animation.scar, or you can think of your own way. I suggest the latter, it's more fun that way.

    • In this section:
      SCAR Code:
      repeat
          begin
            IncEx(ColorTolerance, 5);
            if FindColorsSpiralTolerance(X, Y, TPA, IronOre, MSX1, MSY1, MSX2, MSY2, ColorTolerance) then Break;
          end;
        until ColorTolerance >= 50;
      You don't need the begin..end nest there as the repeat..until already do that. You should also use brackets around an until, it improves readability, and won't confuse people of you have more than one condition.
      SCAR Code:
      repeat
        IncEx(ColorTolerance, 5);
        if FindColorsSpiralTolerance(X, Y, TPA, IronOre, MSX1, MSY1, MSX2, MSY2, ColorTolerance) then
          Break;
      until(ColorTolerance >= 50);

    • Good job resetting the CTS back to one, but you also need to reset the CTS2 Modifiers back to their default.
      SCAR Code:
      SetColorSpeed2Modifiers(0.2, 0.2);

    • When you put random waits in your script, you should always make it random, not an exact time. You don't want it to wait exactly the same time EVERY time, do you?
      SCAR Code:
      Wait(RandomRange(300, 600));


    WalkToBank:

    • Again, you don't need to set the CTS to 1, as it is already at 1.

    • Replace VarrockRoadColor with your autocolor funtion.

    • You don't need the begin..end nest here:
      SCAR Code:
      begin
           SetSettings(1);
           if RadialWalkTolerance(VarrockRoadColor, 395, 410, 63, 1, 1, 7) then Writeln('RRW 1 : WTB');
        end;

    • Again, you should use a Length check to negate invalid colors. You can do this may times throughout your walking procedures to greatly improve them.

    • You don't have to use Flag; when using the RRW functions as it's already built in and will wait for the flag to disappear.


    Bank_Ore:

    • You have a failsafe where if it doesn't open the bank, it will look for the DTM, which is good, but there are a lot of times when the DTM isn't found. I suggest adding in a FindSymbol if the DTM finding fails.

    • I wouldn't suggest repeatedly depositing the logs until the inventory is empty. I would just wait until it is empty. This gets rid of needless clicking.

    • You also have to set the symbol accuracy back to the default (0.8).



    WalkToMine:

    • Everything in this function I've said already.



    ProgressReport:

    • I like it. Nice and simple. There are many things you can easily add to it, but I'm sure you know that, so I'm not going to lecture you on how to do it. ^^



    MainLoop:
    • I've never seen anyone use for..to..do loops like you have. Usually people use repeat..until, but I don't see any reason why yours wouldn't work like you want it to.



    Overall:

    • Awesome first script, it beats out 98% of people's first scripts.

    • I'll leave you to your fixing, from the feedback people have given, you have a lot of work to do.


    Good luck!
    Coh3n

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    Lol, anyone can pick apart a script if asked, not matter the writer. You made a really good script, especially for your first one! To be honest, you learned a lot of stuff in a short amount of time. It took me ages to learn what you know. The more experience you have, the more unique your scripting style will become to you (everyone's is different).

    If you like the way something looks better than what I've suggested (organization/readability wise), then use your method. Mine are merely guidelines and suggestions. ^^

    Keep it up!

    Coh3n

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    Scripts works fine for me except the walking to bank and back. He does it now and then.

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    Nice work HG! You keep surprising me.
    I don't check this place often, sorry.

    Currently working on - Software Engineering degree. Thank you SRL for showing me the one true path

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    Some nice updates. I will test and let you know

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    Still some errors with the walking

    Heavenguards V.E. Miner + Banker
    Version: 1,07
    SRL / Villavu
    Progress Report
    ------------------------------------
    Time Running: 9 Minutes and 22 Seconds
    Current Player: 0
    Location: Walking to Mining Area
    Power-Mining?: False
    Loads to Bank: 30
    Loads to Drop: 0
    Loads Banked: 1
    Loads Dropped: 0
    Breaks Taken: 0
    Total Break Time: 0 Seconds
    <Feedback>
    Tip: Time Exceeded(30 Seconds) for Walking to East Gate Intersection [CheckPoint 1], WalkToMine, Forced Path 2.
    Error: Time Exceeded(100 Seconds) for Walking to Mining Area [CheckPoint 2], WalkToMine, Terminated Script

  12. #12
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    Oopsie! Watch that double post Anyways, nice work on the script.
    There used to be something meaningful here.

  13. #13
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    Version 1.08 Released! Check the First Post to get Up-To-Date Info on the Script.
    Be sure to post proggies if you feel like it, Please try it out
    Last edited by Heavenguard; 01-19-2010 at 04:38 AM.
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    Hey, It just seem to walk to the bank then finish... :[

    Am i missing something?

    Sorry :[

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    Hey, It just seem to walk to the bank then finish... :[

    Am i missing something?

    Sorry :[
    OOOO snap... Im so sorry :O Thanks for telling me this. Please do forgive me, I was very busy with it.
    I forgot... Lol, I had worked on AutoLogin yesterday, and I forgot to unbracket the MainLoop. Was so tired lol, forced my self to get it done, 1 sec, will fix and reload.

    Update: Reloaded! Im so sorry for that, took out the WalkToBank Testing, and Unbracketed the MainLoop.

    Please test and tell me what you think.

    Im so sorry for that Banana, it was 12 in the morning, had school the next day, and I never stood up that late, i just fixed that. Please Redownload
    -------------------------------------------------------------------------------------------
    Second Update : Reloaded Once More! I don't think anybody download the one i had just released 5 minutes ago, but this one has a simple variable added in the progress reports.

    Please do test, since the Account im using uses only a steel pick [Too Lazy to go buy one currently], It mines terribly slow, and is not showing exactly how good it could be mining. Please post proggies when possible. Just asking, I don't mind if you just run it for the ore or something, but proggies show me the errors, and good feedback tells me its ok for me to continue adding what i wanted to this script.
    Last edited by Heavenguard; 01-19-2010 at 09:29 PM.
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    Heavenguards V.E. Miner + Banker
    Version: 1.08
    SRL / Villavu
    Progress Report
    ------------------------------------
    Time Running: 7 Minutes and 3 Seconds
    Current Player: 0
    Location: Varrock East Bank
    Power-Mining?: False
    Loads to Bank: 9999999
    Loads to Drop: 0
    Loads Banked: 1
    Loads Dropped: 0
    Breaks Taken: 0
    Total Break Time: 0 Seconds
    <Feedback>
    Tip: Used Bank DTM to Walk into the Bank
    No Errors to Report

    Works good but i had to start in mine?? When it was started in bank it was lookin for a iron
    Being A Boss

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    Yeah, lol gotta start in Mine, I think i put up the directions in my script and at the top of the first post, also please wait a up a minute, gonna post up a new version that fixes that problem for Members. So it doesnt mess up. This was the problem Codex had i bet, im sure he was in a members world.

    -Update: Released Fixed for Members WalkToMine version xD

    If anyone here is members [In RS], please test for me lol, and make sure that WalkToMine doesnt bug you near the intersection.
    Last edited by Heavenguard; 01-20-2010 at 02:27 AM.
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    Nice work, I'm glad to see you've used the feedback I gave you. It's nice to know that you took it seriously.

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    Well, im basically done with my WalkToMine Function, got it done pretty quickly with TPA's , only thing I need to update is my new FindRockColor[s] Function, and then its good to go.

    I think I might as well re~write the WalkToBank Function as well.
    Last edited by Heavenguard; 01-21-2010 at 11:42 AM.
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    No Errors to Report
    No AutoLogins Were Needed/Used

    Heavenguards V.E. Miner + Banker
    Version: 1.08
    SRL / Villavu
    Progress Report
    ------------------------------------
    Time Running: 1 Hours, 37 Minutes and 23 Seconds
    Current Player: 0
    Location: Heading Up The Road after Point 1, Towards Check Point 2, The Intersection, WalkToBank
    Power-Mining?: False
    Loads to Bank: 9999
    Loads to Drop: 2
    Loads Banked: 9
    Loads Dropped: 2
    Breaks Taken: 2
    Total Break Time: 8 Minutes and 0 Seconds
    <Feedback>
    Tip: DDTM Tolerance for CheckPoint 1 Walking to Bank Exceeded 47... Used RadialWalking Method.
    Error: DDTM Tolerance for CheckPoint 2 Walking to Bank Exceeded 50... Terminating Script
    No AutoLogins Were Needed/Used
    Successfully executed
    It was stuck on the 2nd tree stump on the left just north of the gate.
    It keeps logging out and in for "rests" so ima turn it down a tad....

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    Quote Originally Posted by Mrbanana View Post
    It was stuck on the 2nd tree stump on the left just north of the gate.
    It keeps logging out and in for "rests" so ima turn it down a tad....
    Yeah, im re~Writing WalkToBank as well will upload today version 9.0
    That problem can be simply fixed by making the DDTM Area Size for DDTM(2). Make the Area Size 1 for a quick fix, dunno why that DDTM started messing up all of a sudden, thats one of the reasons why im making my new WalkToBank Fool-Proof.

    All of this will be much better, remaking the entire walking using only TPA's, and DDTMS for startpoints. Going Extremely well atm. I luv my TPA's lol
    Last edited by Heavenguard; 01-21-2010 at 09:01 PM.
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    Hey, under your known errors list you are having an issue with LoginPlayer; ?

    It's not your script it's an error with the SRL function.

    Replace

    Code:
    LoginPlayer;
    Code:
    if not LoggedIn then // Temp Fix for broken LoginPlayer
      LoginPlayer;

  23. #23
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    Quote Originally Posted by ReadySteadyGo View Post
    Hey, under your known errors list you are having an issue with LoginPlayer; ?

    It's not your script it's an error with the SRL function.

    Replace

    Code:
    LoginPlayer;
    Code:
    if not LoggedIn then // Temp Fix for broken LoginPlayer
      LoginPlayer;
    :P Yeah, I think I have that in my current function? Or maybe your talking about after it does the actual wait. Yeah, thanks for pointing it out, However that won't stop the script from taking the AutoLogin break lol. its a problem with the function LoggedIn itself. It can give in a false positive, even if your logged in =[

    Sorry version 1.09 is taking such a long time to come out, i haven't really been on much, and when I am on I tend to forget where i was =P
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Version 1.09 Released! I apologize for not re making WalkToBank, I just don't have the time to work on it the way I wanted to, but WalkToMine is completely Redone. The only things kept were the first walkpoint, and the optional last walkpoint. Give it a Try Everyone!
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    No mean to Double post, but please read first post again.
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    I saw this on SMS as a non out of date script and I am trying it out, it seems to be having problems while walking back from the bank, it just stops walking..

    It worked once but the load after it... while walking back to the mine it started going north lol

    If you're willing to work on the script I'll be here testing it =] I read you wanted to make it the best you can

    After more testing it seems to be working pretty well, sometimes I need to help it walk back to the mine a little.. it stops before hand or gets lost. so far the mining + walking to the bank is pretty much perfect... the only problems are walking back to the mining spot.


    best so far:
    Code:
     Time Running:    1 Hours, 16 Minutes and 45 Seconds
        Current Player:  0
        Location:        On Road 2, WalkToMine, Walking Directly To CheckPoint 2, Mining Area
        Power-Mining?:   False
        Loads to Bank:   15
        Loads to Drop:   0
        Loads Banked:    14
        Loads Dropped:   0
        Breaks Taken:    0
        Total Break Time: 0 Seconds
        <Feedback>       
        Tip: Used Bank DTM to Walk into the Bank
        Error: Failed To Enter Mining Area [EnterMiningArea]. Terminating Script
        No AutoLogins Were Needed/Used
    Successfully executed
    Last edited by grats; 02-26-2010 at 02:15 PM.
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