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Thread: Hunter Help

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    Default Hunter Help

    I am making a scar script for hunter but i have some questions..
    When u set the trap down on the floor, and if a ferret goes in it, its the same color as if no ferret went it, for the most part its the same size , any ideas on how i could detect it..? DTMS are not good for the main screen yohojo said to me on msn..




    Right = inv
    Top Left = Ferret thats inside
    Bottom Left = No Ferret inside

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    Quote Originally Posted by Camaro' View Post
    im making a scar script for hunter
    when u set the trap down on the floor, and if a ferret goes in it, its the same color as if no ferret went it, for the most part its the same size , any ideas on how i could detect it..? DTMS are not good for the main screen yohojo said to me on msn..
    Images would be nice, 1 with nothing in, and 1 with ferret in it.
    There used to be something meaningful here.

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    I agree, images would help. But on the note of DDTMs for the mainscreen, they work depending on what it is and how unique that is. So, if the trap with the ferret in it is unique to the area you're in, give it a try.

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    Couldn't you simply make it right click the box/trap/whatever and the name would be different? Have it check for like 'haking' (shaking) etc. etc.

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    Quote Originally Posted by Risk View Post
    Couldn't you simply make it right click the box/trap/whatever and the name would be different? Have it check for like 'haking' (shaking) etc. etc.

    I could use a tpa and do what your saying
    Interesting...

    Edited with images..

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    I don't see why it wouldn't work, really. Though then there's the problem of it trying to 'loot' other people's traps.

    I think the names for every 'box' type traps are

    Laid Down Box Trap
    Fallen Over Box Trap
    Shaking Box Trap

    Amongst those lines, I guess.

    Quote Originally Posted by Camaro' View Post
    I could use a tpa and do what your saying
    Interesting...

    Edited with images..

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    Quote Originally Posted by Risk View Post
    I don't see why it wouldn't work, really. Though then there's the problem of it trying to 'loot' other people's traps.

    I think the names for every 'box' type traps are

    Laid Down Box Trap
    Fallen Over Box Trap
    Shaking Box Trap

    Amongst those lines, I guess.
    Ok, i could try that, but how could i fix that looting problem(when i face it later)

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    You could make it check the chat box, I suppose.

    "This is not your trap" is the line it gives you when you try to 'loot' other people's traps. (I think.)

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    Well couldnt you track every box you place on the ground?
    There used to be something meaningful here.

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    That would be difficult in my opinion, unless you are doing it with Reflection (Though the tiles are dynamic, last time I checked.)

    Though there may be a way that I am unaware of.

    Quote Originally Posted by Frement View Post
    Well couldnt you track every box you place on the ground?

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    Quote Originally Posted by Frement View Post
    Well couldnt you track every box you place on the ground?
    Track where you put it? How would you do it, i dont think you can with color.

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    Quote Originally Posted by Risk View Post
    That would be difficult in my opinion, unless you are doing it with Reflection (Though the tiles are dynamic, last time I checked.)

    Though there may be a way that I am unaware of.
    Reflection is down AFAIK.

    I meant that when you move, track the boxes (x,y) you have placed by color finding.
    There used to be something meaningful here.

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    Quote Originally Posted by Frement View Post
    Reflection is down AFAIK.

    I meant that when you move, track the boxes (x,y) you have placed by color finding.
    Your gonna move again to plant another trap :P

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    Quote Originally Posted by Camaro' View Post
    Track where you put it? How would you do it, i dont think you can with color.
    You can do it with color. Simple too.
    I would suggest using TPA's to find boxes when you lay them down. Then as you move (if you move) track the boxes. To see if something was caught, Animation.scar.

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    I don't think there is a way to track what boxes you have and have not placed down, unless you use Reflection (Which seems to be down for the SRL community.) I have a Hunter Bot from the community I'm Admin of, it tracks it by PAINT/Some other stuff.

    I guess you'll just have to chat scan it.

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    Quote Originally Posted by Camaro' View Post
    Your gonna move again to plant another trap :P
    When you start to move, you can make tracking function that would search the colors every half a second or (250ms) with timers. There was a thread about multithreading. And after Flag function make a 1sec wait (cause it still moves after flag disappears) and call stop tracking function. And you have to do that every time you walk.
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    Seriously?? Tracking with color is not hard at all. Its common sense on how to do it.

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    I'm not even SRL Member and i know how to do it I would make example but i dont have time atm.
    There used to be something meaningful here.

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    using multiple traps would cause a bit of a trouble to track all the traps, one trap would be pretty simple.

    What you can do is this:

    the open trap would have a high color count than the other, thus you would TPA spiral, find it, get the color then count it if the count color is X or higher nothing has been caught else something is in there.

    As for tracking multiple traps, you would have to track your movements rigorously to do it correctly. Ex have a type of (north, south, east, west)

    set the direction your going to move for your next trap and go there. have trap A set to south of trap B thus you would walk south to get to the old trap area.

    If the traps left a red dot on the MM then it would be even more simple but I hope you get the idea. Using radians would probably be a better idea, but n, s, e, w would be the simplest idea.
    “Ignorance, the root and the stem of every evil.”

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    Quote Originally Posted by Blumblebee View Post
    using multiple traps would cause a bit of a trouble to track all the traps, one trap would be pretty simple.

    What you can do is this:

    the open trap would have a high color count than the other, thus you would TPA spiral, find it, get the color then count it if the count color is X or higher nothing has been caught else something is in there.

    As for tracking multiple traps, you would have to track your movements rigorously to do it correctly. Ex have a type of (north, south, east, west)

    set the direction your going to move for your next trap and go there. have trap A set to south of trap B thus you would walk south to get to the old trap area.

    If the traps left a red dot on the MM then it would be even more simple but I hope you get the idea. Using radians would probably be a better idea, but n, s, e, w would be the simplest idea.
    If i remember correctyle, when i had mems and i set traps, i only set few on the same area, so that i could see them all on mainscreen.
    There used to be something meaningful here.

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    Tboxes could work if you stand near them. Use PixelShift to detect if the box is closed or open. I use this method for finding if the tree is chopped down or not.

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    Autocolor
    TPA
    ATPA
    Count colors
    The top left (ferret inside) has a noticeably less amount of tan color
    The bottom left (no ferret) has noticeably more amount of tan color

    I'll help you our more with this on MSN if you don't understand.

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    When you set the trap(you set it on yourself, right) you can make a DDTM of your position on the mini-map then you can do MMToMS to decrease the searching area and increase the chances that it's your trap. But you shouldn't pick drop/player dots or anything that moves/disappears. Not easy, but that's my idea.(not easy for me, I'm nub with ddtms)

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    To detect if the box is open or closed, make a TPA of the boxes then make the TPA to a T2DPointArray and with every TPA in the T2DPointArray, check the width and height along with getting the length of that TPA.

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    There are only two states of the boxes: unfolded or folded. If unfolded, nothing needs done, if folded action is required. You could track the Boxes using many differerent methods. You could count the colors, you could make a large DTM of the four wings, you could make a nice looong sliced bitmap wing-to-wing and you could even make a large bitmap of the unfolded box and use FindDeformedBitmap...tried it, all worked.

    Also noticed that the spot where you pick up the boxes, I mean the last moment you can see the box... that is the exactly spot you need to click on again in order to keep all boxes in their place.
    SRL is a Library of routines made by the SRL community written for the Program Simba.
    We produce Scripts for the game Runescape.

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