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Thread: Walking

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    Default Walking

    I have major issues when creating walking procedures, such as the inability to use (D)DTMs, properly (I think moreso create them), I was wondering if an experienced scripter would be able to teach me.

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    What specifically do you need help with?
    The game has an unexplainable attraction that convinces the player they are having fun, despite the fact that all they are doing is performing repetitive tasks to increase their statistics. "The game is actually a graphical nightmare and its gameplay is simple at best. Yet something, perhaps by subliminal means, forces the player - against his will - to play the game, and to believe that they are having fun".

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    Well, most of my Walking procedures fail every couple of tries, My WoodCutting Script has MAJOR issues with walking, max loads is 4 before the walking fails, I want to learn how to create a good walking procedure with plenty of failsafes...

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    why not have a look into Radial(Road)Walk? it's actually quite simple (especially when using ACA for auto color and yakan's radial form)

    sorry I have not tried walking via DDTMS, but if I recall correctly, Blumblebee has a tutorial for using them for walking if you haven't already checked them out.

    hope that somewhat helped,

    void_hatred

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    Seriously, "check out radial walk" what do you think I have been using? BLIND CLICKS! lol, jk a guide on DDTMs might help...ill check it out

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    Well I assume this is for your water rune crafter and essence miner, so I think it's quite a difficult walk. Lately there have been a few "map walkers." You could take a look at those, since the walk isn't full of varying colors..

    Haha actually, I was just thinking about it.. And there are a lot of trees and stuff on the minimap, right? You could make DDTMs of those or something. Similar to how most people use rocks and stuff.

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    Do tree locations change? or are the constant? if they were constant that would help ALOT with my script because im having the same issues with radialwalk... the road color varies wayyyy to much it just wont work all the time..

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    TPA's guy's. They will make your life so much easier, I promise you.

    There are many tutorials on them in the advanced section, but don't let that scare you. They really aren't that hard


    @Mr Wicked: Yes, the tree symbols move around.

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    Thanks NCDS .

    I saw TPA's in a script and I was like daaamn that looks clean and accurate but i havent been able to figure out how you come up with these "Coords" ill try some more tuts

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    Quote Originally Posted by MrWicked0 View Post
    Thanks NCDS .

    I saw TPA's in a script and I was like daaamn that looks clean and accurate but i havent been able to figure out how you come up with these "Coords" ill try some more tuts
    Well NCDS said that tree symbols location changes (true), but you asked if tree location changes, which it doesn't.

    And I thought I mentioned TPAs earlier, but I guess not. That'd be useful, OP.

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    So if the locations dont change... wouldnt a DDTM work ?

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    DDTM's will work in many cases, I just prefer TPA's as they allow for more functionality.

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    I would really like to use TPA's as they look like the best method but I cant seem to grasp the concept of how they work yet... maybe ill try looking it over tommorrow when its not 1am :P

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    Quote Originally Posted by MrWicked0 View Post
    So if the locations dont change... wouldnt a DDTM work ?
    Yup. And as NCDS said, TPAs are more versatile. And it's good to learn more things!

    And TPAs sound way cooler than DDTMs.. x]

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    So for now I could use a DDTM located on top of a tree in the minimap and just use an autocolor function to find the tree color?

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    Quote Originally Posted by MrWicked0 View Post
    I would really like to use TPA's as they look like the best method but I cant seem to grasp the concept of how they work yet... maybe ill try looking it over tommorrow when its not 1am :P
    Well, if you can grasp what an array is then it's quite simple.

    Just think of an array like a box or container of some sort. A TPA (A.K.A TPointArray, array of TPoint) is then just a Box filled with TPoints (A.K.A Points(an 'x' and a 'y' coordinate)).

    I realize that is a rather vague explanation, but it may help.


    Edit: TPA's can also eliminate the need for an AutoColor function

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    Well I know what an array is, I have a large background in programming in other languages but I dont understand where these "Coords" are coming from.. Its late now and I am running on few hours of sleep. This could be a reason lol.. But I have only been messing with SCAR for about 1 day... so Im trying to overload my brain with new knowledge lol ill stick with the DTM for tonight and try the TPA's tommorrow!

    Its the TPoint.

    Where are these X and Y Coords coming from? are they based on amount of pixels in a section of the screen? are the based upon colors found? say player dots, npc dots? etc..

    I dont see where people are getting these coords(points) from.

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    Quote Originally Posted by MrWicked0 View Post
    Well I know what an array is, I have a large background in programming in other languages but I dont understand where these "Coords" are coming from.. Its late now and I am running on few hours of sleep. This could be a reason lol.. But I have only been messing with SCAR for about 1 day... so Im trying to overload my brain with new knowledge lol ill stick with the DTM for tonight and try the TPA's tommorrow!

    Its the TPoint.

    Where are these X and Y Coords coming from? are they based on amount of pixels in a section of the screen? are the based upon colors found? say player dots, npc dots? etc..

    I dont see where people are getting these coords(points) from.
    To find Coords you simply activate the client by dragging the cross hairs in Scar over the desired client. Then if you look in the bottom left corner of Scar it shows the x and y coordinate.

    When using TPA's though, the coords are generally found by using one of Scars Color finding functions. Those function then return all the points found with that color in an array.

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    Oooh okay, I only use Smart so I have never seen those. Thanks dude

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    radialwalking and the radial walking backed up with prominant dtm's on the minimap

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    For people who are focusing and talking about my walking procedure, I have a quick image for you...the red path is the path most people would expect a script to take, when I do this task, and what I plan on getting the script to do, is the BLUE path, it clicks on the water and walks to the X and then walks to the red circle (The altar).



    The Last step of approaching the altar is simple, TPA, with rock color and click just above the TPA, BUT the rest of the walk, is fairly complicated, getting to the blue dot, is fairly easy, click out into the water, and then WaitFunc(@FlagPresent, SomeTime, AlotOfTime)
    Flag(Distance)
    fairly easy..but the rest however....

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    LinearWalk

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    SCAR Code:
    while FindWaterColor() <= 0 do
    begin
      mousebox() // random blind clicking (your walking on grass anyways)
      //etc
    end;

    then, the doors have a red color to them (on the mm you can see the small amount of red). This is a good color to be using for a simple TPA, failsafing with the water symbol. I can help you out with a bit more explaining if you wish.
    “Ignorance, the root and the stem of every evil.”

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