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  1. #326
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    Was cutting and banking draynor logs and ran into two problems:
    When it right clicks to chop the tree it just moves the mouse away once the menu is open, but it does left click too and that always works.
    Also when a character is in this exact spot (pic) after chopping that tree, simba starts spamming those messages and the yellow boxes start spazzing out going back and forth between those two spots (used paint to show about where) needed to move the guy to fix it. Seems to only happen when that tree (the one with the box that isn't chopped down) is there.

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    Quote Originally Posted by XRaye View Post
    Was cutting and banking draynor logs and ran into two problems:
    When it right clicks to chop the tree it just moves the mouse away once the menu is open, but it does left click too and that always works.
    Sounds like something is wrong with ChooseOption, you should report this in the Public SVN section.

    Quote Originally Posted by XRaye View Post
    Also when a character is in this exact spot (pic) after chopping that tree, simba starts spamming those messages and the yellow boxes start spazzing out going back and forth between those two spots (used paint to show about where) needed to move the guy to fix it. Seems to only happen when that tree (the one with the box that isn't chopped down) is there.
    I honestly have no idea. =\ NCDS said he was going to take a look at TrackObject this weekend so that may help.

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    Quote Originally Posted by Coh3n View Post
    Sounds like something is wrong with ChooseOption, you should report this in the Public SVN section.


    I honestly have no idea. =\ NCDS said he was going to take a look at TrackObject this weekend so that may help.
    Alrighty thanks. Btw do the SVN devs still use MML for bugs?

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    Quote Originally Posted by XRaye View Post
    Alrighty thanks. Btw do the SVN devs still use MML for bugs?
    Huh? MML is a library as far as I know. And what dev's are you talking about? There's an SRL, MSI and Reflection SVN.

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    Quote Originally Posted by Coh3n View Post
    Huh? MML is a library as far as I know. And what dev's are you talking about? There's an SRL, MSI and Reflection SVN.
    Lol idk i'm just trying to figure out if i should use http://villavu.com/forum/showthread.php?t=56531

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    Quote Originally Posted by XRaye View Post
    Lol idk i'm just trying to figure out if i should use http://villavu.com/forum/showthread.php?t=56531
    Oh, they use Mantis Bug Tracker to report bugs in MML.

    That's easy, you just create an account and choose the right options.

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    Oh alright, thanks =)

    And sorry but I found another bug xD
    When I'm IN the draynor bank it thinks I'm far away from it? A problem with the tile number or reflection?

    Progress Report:
    [ Ryad ] ---- Error setting revision number
    [ Ryad ] -- Created Debug file
    [ Ryad ] -- Gathering report info, please wait...
    [ Ryad ] -- Cleared file: C:\Simba\Includes\MSI\Remote.txt
    [ Ryad ] -- MSI_SetupPlayer
    [ Ryad ] ---- Player is not logged in
    [ Ryad ] ------ Current GameTab: 37
    [ Ryad ] ------ Scanning for randoms...
    [ Ryad ] ---- MSI_SetSkillLevels
    [ Ryad ] ------ Woodcutting Level: 38
    [ Ryad ] ---- MSI_SetSkillLevels: Finished
    [ Ryad ] ---- MSI_SetupWoodcutting
    [ Ryad ] ------ Best tool for Woodcutting is Adamant Hatchet
    [ Ryad ] ------ MSI_FindTool
    [ Ryad ] -------- Searching Equipment Tab
    [ Ryad ] -------- Found DTM of Adamant Hatchet
    [ Ryad ] ------ MSI_FindTool: True
    [ Ryad ] ---- MSI_SetupWoodcutting: True
    [ Ryad ] -- MSI_SetupPlayer: True
    [ Ryad ] ---- Distance from player to location: 20
    [ Ryad ] ---- Player NOT at Draynor Village bank
    [ Ryad ] -- MSI_Walk
    [ Ryad ] ------ MSI_WaitWhileResting
    [ Ryad ] ---- Player's Location = Draynor Village willows
    [ Ryad ] ------ Distance from player to location: 49
    [ Ryad ] -- MSI_Walk: False
    [ Ryad ] -- MSI_UnsetPlayer
    [ Ryad ] ---- Failed to walk to location
    [ Ryad ] ---- MSI_SetSkillLevels
    [ Ryad ] ------ Woodcutting level hasn't changed
    [ Ryad ] ---- MSI_SetSkillLevels: Finished

  8. #333
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    Quote Originally Posted by XRaye View Post
    Oh alright, thanks =)

    And sorry but I found another bug xD
    When I'm IN the draynor bank it thinks I'm far away from it? A problem with the tile number or reflection?

    Progress Report:
    [ Ryad ] ---- Error setting revision number
    [ Ryad ] -- Created Debug file
    [ Ryad ] -- Gathering report info, please wait...
    [ Ryad ] -- Cleared file: C:\Simba\Includes\MSI\Remote.txt
    [ Ryad ] -- MSI_SetupPlayer
    [ Ryad ] ---- Player is not logged in
    [ Ryad ] ------ Current GameTab: 37
    [ Ryad ] ------ Scanning for randoms...
    [ Ryad ] ---- MSI_SetSkillLevels
    [ Ryad ] ------ Woodcutting Level: 38
    [ Ryad ] ---- MSI_SetSkillLevels: Finished
    [ Ryad ] ---- MSI_SetupWoodcutting
    [ Ryad ] ------ Best tool for Woodcutting is Adamant Hatchet
    [ Ryad ] ------ MSI_FindTool
    [ Ryad ] -------- Searching Equipment Tab
    [ Ryad ] -------- Found DTM of Adamant Hatchet
    [ Ryad ] ------ MSI_FindTool: True
    [ Ryad ] ---- MSI_SetupWoodcutting: True
    [ Ryad ] -- MSI_SetupPlayer: True
    [ Ryad ] ---- Distance from player to location: 20
    [ Ryad ] ---- Player NOT at Draynor Village bank
    [ Ryad ] -- MSI_Walk
    [ Ryad ] ------ MSI_WaitWhileResting
    [ Ryad ] ---- Player's Location = Draynor Village willows
    [ Ryad ] ------ Distance from player to location: 49
    [ Ryad ] -- MSI_Walk: False
    [ Ryad ] -- MSI_UnsetPlayer
    [ Ryad ] ---- Failed to walk to location
    [ Ryad ] ---- MSI_SetSkillLevels
    [ Ryad ] ------ Woodcutting level hasn't changed
    [ Ryad ] ---- MSI_SetSkillLevels: Finished
    Is your MSI and Reflection up to date? I was running this last night and just earlier and it worked perfect as always.

  9. #334
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    Sorry, I changed a small thing in AtLocation, I guess I didn't make the distance large enough to work for every location. Try the newest version. I think now may be a good time to add Bounds to TLocation and it will be a box around the location. Right now we just use the player's tile with a tolerance, which isn't as accurate in my opinion.

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    Quote Originally Posted by Coh3n View Post
    Sorry, I changed a small thing in AtLocation, I guess I didn't make the distance large enough to work for every location. Try the newest version. I think now may be a good time to add Bounds to TLocation and it will be a box around the location. Right now we just use the player's tile with a tolerance, which isn't as accurate in my opinion.
    Wouldn't it pretty much be the same though? Using a tolerance of 10 would have the same Result of having a 20 tile box around the location point, no? Though, it may be beneficial to be able to set separate distances horizontally(width) and vertically(height) on the MM.

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    Quote Originally Posted by NCDS View Post
    Wouldn't it pretty much be the same though? Using a tolerance of 10 would have the same Result of having a 20 tile box around the location point, no? Though, it may be beneficial to be able to set separate distances horizontally(width) and vertically(height) on the MM.
    Not necessarily. Right now it's a 30 pixel tolerance and the relocation point of that location. Sometimes that point isn't exactly in the middle of the location. With a box, we can do PointInBox(PlayersTile, TLocation.Bounds).

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    Quote Originally Posted by Coh3n View Post
    Not necessarily. Right now it's a 30 pixel tolerance and the relocation point of that location. Sometimes that point isn't exactly in the middle of the location. With a box, we can do PointInBox(PlayersTile, TLocation.Bounds).
    Yeah, I see. That looks fine to me.

  13. #338
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    Quote Originally Posted by Coh3n View Post
    Sorry, I changed a small thing in AtLocation, I guess I didn't make the distance large enough to work for every location. Try the newest version. I think now may be a good time to add Bounds to TLocation and it will be a box around the location. Right now we just use the player's tile with a tolerance, which isn't as accurate in my opinion.
    That fixed it =) Thanks

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    Was running Draynor willows last night and when it went to the bank it successfully got into the bank but it was a little far from the actually bank spots (it was between the bottom bank booths) so it didn't reach to find the bank spots.

    possible way to fix this is... if it cannot locate the bank maybe have it click again on the minimap for better positioning?

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    Quote Originally Posted by carlito View Post
    Was running Draynor willows last night and when it went to the bank it successfully got into the bank but it was a little far from the actually bank spots (it was between the bottom bank booths) so it didn't reach to find the bank spots.

    possible way to fix this is... if it cannot locate the bank maybe have it click again on the minimap for better positioning?
    Do you have the debug information?

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    hmm I seem to be having the same problem as carlito (debug)
    Ury is on the far side of the bank and the script only searches the bank booth colors that are nearest to it (even though it knows the further, real ones are there)
    this doesn't happen every time banking, just when the char is on the opposite side from the booths.
    Last edited by XRaye; 01-15-2011 at 11:52 PM.

  17. #342
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    I am guessing both of you are using reflection?

    There might be a problem with AtLocation or the bank tiles

  18. #343
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    So would it be a reflection problem then?

    Also another thing I'm having a little trouble with (i'm not using the form).
    When the first player's activity is set to false so he isn't ran in the script (Ryad), the second player tries to setup before logged on (Unt), so it turns his status false; but the third player (Ury) sets up just fine (debug). This only happens when the first player isn't set to be active.
    Though when the first player is set to be active everyone sets up just fine (debug)

    EDIT:

    A minor thing: it detects a rune hatchet when addy is being used.

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    Quote Originally Posted by carlito View Post
    possible way to fix this is... if it cannot locate the bank maybe have it click again on the minimap for better positioning?
    Already is supposed to do that. I'm going to try and get it to walk closer to the booths to begin with so hopefully that will fix any problems. I'll edit this when I've committed it.

    Quote Originally Posted by XRaye View Post
    So would it be a reflection problem then?

    Also another thing I'm having a little trouble with (i'm not using the form).
    When the first player's activity is set to false so he isn't ran in the script (Ryad), the second player tries to setup before logged on (Unt), so it turns his status false; but the third player (Ury) sets up just fine (debug). This only happens when the first player isn't set to be active.
    Though when the first player is set to be active everyone sets up just fine (debug)
    I noticed this last night actually, I just haven't been able to look at it yet. Sitting down now to do some thing's though.
    Quote Originally Posted by XRaye View Post
    EDIT:

    A minor thing: it detects a rune hatchet when addy is being used.
    This should be a quick fix as well.

    Edit: Ok, should walk a little closer to the booths now. Let me know if it still ever happens, I'm going to bring something up to the other SL's that will be a more effective fix.
    Last edited by NCDS; 01-16-2011 at 12:29 AM.

  20. #345
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    Quote Originally Posted by NCDS View Post
    This should be a quick fix as well.

    Edit: Ok, should walk a little closer to the booths now. Let me know if it still ever happens, I'm going to bring something up to the other SL's that will be a more effective fix.
    The addy axe thing is fixed but the bank thing is still happening (debug). Just when it is on the opposite side of the bank, next to those two desk things (it thinks that is the booth, and doesn't bother to search further out even though the debug has the booths colored)

    E:
    Also the lumby west miner (mining coal) starts spamming
    [ * ] ---- MSI_FindObjectsIn
    [ * ] ---- MSI_FindObjectsIn: False
    [ * ] ---- MSI_FindObjectsIn
    [ * ] ---- MSI_FindObjectsIn: False
    once it reaches the mine, and doesn't stop (seems to have started at the last update, debug) has happened all 3 times I tried mining there (2 of them starting at the bank, 1 at the mine)
    Last edited by XRaye; 01-18-2011 at 04:48 AM.

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    Quote Originally Posted by XRaye View Post
    E:
    Also the lumby west miner (mining coal) starts spamming
    [ * ] ---- MSI_FindObjectsIn
    [ * ] ---- MSI_FindObjectsIn: False
    [ * ] ---- MSI_FindObjectsIn
    [ * ] ---- MSI_FindObjectsIn: False
    once it reaches the mine, and doesn't stop (seems to have started at the last update, debug) has happened all 3 times I tried mining there (2 of them starting at the bank, 1 at the mine)
    I have no idea why that would happen. Nothing was changed in the object finding. I've added a small change to the object debugging, so if you could run it again and post the debug that would be great. Thanks.

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    Quote Originally Posted by Coh3n View Post
    I have no idea why that would happen. Nothing was changed in the object finding. I've added a small change to the object debugging, so if you could run it again and post the debug that would be great. Thanks.
    Hmm debug was exactly the same, I don't think there was a MSI update either though?

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    Quote Originally Posted by XRaye View Post
    Hmm debug was exactly the same, I don't think there was a MSI update either though?
    If you're using msi.sex, it will update within the hour.

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    Quote Originally Posted by XRaye View Post
    The addy axe thing is fixed but the bank thing is still happening (debug). Just when it is on the opposite side of the bank, next to those two desk things (it thinks that is the booth, and doesn't bother to search further out even though the debug has the booths colored)
    I will have something implemented when I get home from work today to ensure this can't happen again.
    Quote Originally Posted by XRaye View Post
    E:
    Also the lumby west miner (mining coal) starts spamming
    [ * ] ---- MSI_FindObjectsIn
    [ * ] ---- MSI_FindObjectsIn: False
    [ * ] ---- MSI_FindObjectsIn
    [ * ] ---- MSI_FindObjectsIn: False
    once it reaches the mine, and doesn't stop (seems to have started at the last update, debug) has happened all 3 times I tried mining there (2 of them starting at the bank, 1 at the mine)
    Started LWS Miner before I went to bed last night, still running smooth...

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    with the west swamp miner, walking issue ive noticed.

    Progress Report:
    [ Shs ] ---- Player's Location = Draynor Village bank
    [ Shs ] ---- MSI_PerfomWalk
    [ Shs ] ------ MSI_ReflectionWalk
    [ Shs ] -------- Tile(3148, 3147) is not on the minimap
    [ Shs ] -------- Tile(3148, 3155) is not on the minimap
    [ Shs ] -------- Tile(3144, 3165) is not on the minimap
    [ Shs ] -------- Tile(3141, 3175) is not on the minimap
    [ Shs ] -------- Tile(3140, 3186) is not on the minimap
    [ Shs ] -------- Tile(3138, 3197) is not on the minimap
    [ Shs ] -------- Tile(3132, 3205) is not on the minimap
    [ Shs ] -------- Tile(3124, 3211) is not on the minimap
    [ Shs ] -------- Tile(3115, 3217) is not on the minimap
    [ Shs ] -------- Tile(3108, 3225) is not on the minimap
    [ Shs ] -------- Tile(3101, 3234) is on the minimap
    [ Shs ] ---------- Scanning for randoms...
    [ Shs ] ---------- Flag distance: 60
    [ Shs ] ---------- Flag distance: 54
    [ Shs ] ---------- MSI_AntiBan
    [ Shs ] -------- Cleared file: C:\Simba\Includes\MSI\Remote.txt


    it has done it twice in a row. its after i finish a load and bank it. it stops in the same area both times. if you need ill post a pic of it.

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