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Thread: Dynamic autoing?

  1. #26
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    Quote Originally Posted by Hugolord View Post
    SRL should recognize this and alert the user with a sound or something similar.
    Easily done like:
    Simba Code:
    if DetectTalking then
       PlaySound('FilePath');

    -Boom

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    Quote Originally Posted by Hugolord View Post
    Can we not get animation information of other players using reflection? If not then, yes it is a lot more difficult I guess.. I think R. Magician had a function in his Guild miner that checked whether other players were already at a rock before choosing whether or not to go there perhaps something like that?
    Oh you're just talking about detecting if someone is mining the rock we want to mine? You said it in a really weird way.

    But yes, that is possible.

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    Quote Originally Posted by Coh3n View Post
    You mean check different mines?
    It would be great if it could go to diffrent mines if it has world hopped 5 times and it know the other mine is used less

    Also aswell as changing scirpt after loads with you be able to do change skill after level? Would be great
    Quote Originally Posted by DD on IRC
    wanted to troll the troll

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    Quote Originally Posted by Troll Man View Post
    It would be great if it could go to diffrent mines if it has world hopped 5 times and it know the other mine is used less
    Have like a Record/Type/Case of a list in respective order of mines usefulness.
    Pretty sure that didn't make sense ^ :P
    So like if you are at Mine A and it is really busy and you aren't getting many ores then it will decide which mine would be best depending on what you are mining and it will go to it. ?
    Shouldn't be thaaaat hard :P
    A simple way would be:
    Simba Code:
    if TimeMinutes >= 60 then
       if OresMined < 100 then
          Case Players[CurrentPlayer].Ore of
             'iron' : if AtMineA then
                          if not MineB then
                             if not MineC then
                                Exit;
          end;
    etc. :P

    -Boom
    Last edited by **BANNED The Man; 01-04-2011 at 08:09 PM.

  5. #30
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    Quote Originally Posted by Coh3n View Post
    There's already TEdits for Loads, Level and Time for each script, they just aren't enabled because they don't actually work yet.
    per script or per person?
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    Quote Originally Posted by Troll Man View Post
    Also aswell as changing scirpt after loads with you be able to do change skill after level? Would be great
    Yep, already there.

    Quote Originally Posted by Dynamite View Post
    Have like a Record/Type/Case of a list in respective order of mines usefulness.
    Pretty sure that didn't make sense ^ :P
    So like if you are at Mine A and it is really busy and you aren't getting many ores then it will decide which mine would be best depending on what you are mining and it will go to it. ?
    Shouldn't be thaaaat hard :P
    A simple way would be:
    Simba Code:
    if TimeMinutes >= 60 then
       if OresMined < 100 then
          Case Players[CurrentPlayer].Ore of
             'iron' : if AtMineA then
                          if not MineB then
                             if not MineC then
                                Exit;
          end;
    etc. :P

    -Boom
    That would be a huge pain, and a ton of huge cases. If it were to be done it would have to be done using some algorithm.

    Quote Originally Posted by Dan Cardin View Post
    per script or per person?
    Well both. On the 4th tab, there's the 'Total', and when you choose a script from the combo box in tab 5 (depending on the skill), there's Level, Time, and Loads.
    Last edited by Coh3n; 01-04-2011 at 10:36 PM.

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    Quote Originally Posted by Coh3n View Post
    Oh you're just talking about detecting if someone is mining the rock we want to mine? You said it in a really weird way.

    But yes, that is possible.
    No, that is not what he's talking about (afaic)

    He's talking about changing rocks mid-autoing to the rock that has the least amount of other players mining at.

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    Quote Originally Posted by Zyt3x View Post
    No, that is not what he's talking about (afaic)

    He's talking about changing rocks mid-autoing to the rock that has the least amount of other players mining at.
    Yes, that's what I mean .

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    Quote Originally Posted by Zyt3x View Post
    No, that is not what he's talking about (afaic)

    He's talking about changing rocks mid-autoing to the rock that has the least amount of other players mining at.
    Quote Originally Posted by Hugolord View Post
    Yes, that's what I mean .
    Could be done with color by searching for the rocks, then PixelShift count around them to see if it's being mined, and if so, set it to BadPoint and continue looping through the rocks.

    It could also be done with color by mousing over the spot near the rock and checking how many 'options' are available in the UpText. That could give you a pretty good idea of how many people are at that rock. However, people PowerMining could effect the result of this.


    Keeping in mind Hybridization, could you get the tile of the rock, then search the touching, surrounding tiles and count the amount of players on them with Reflection?


    Just some ideas that popped into my head while reading this.

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    Quote Originally Posted by Coh3n View Post
    Well both. On the 4th tab, there's the 'Total', and when you choose a script from the combo box in tab 5 (depending on the skill), there's Level, Time, and Loads.
    oh yea, i forgot that there was a script combobox on the last tab. I was thinking of having that stuff on the script choosing tab to make it seem like those were more attributes of the scripts themselves because they would show up when you chose one. But like i said that would require making the whole form bigger so it would be annoying. Disregard all my ramblings.
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    script setup:
    Code:
    [-] Loop 1
      [-] VEM
        SwitchType = Loads
        HowMany = 15
        Timer (minutes) = 60 //switch after 60 mins
      [-] VWM
        SwitchType = Level
        HowMany = 1
        Timer (minutes) = -1 //inf 
      [-] GE FM
        SwitchType = CustomSwitchFunct1 //players on minimap
        HowMany = 11
        Timer (minutes) = 50
      [-] GE Yews
        SwitchType = None //inf
        HowMany = 0
        Timer (minutes) = -1
    [-] Loop 2
      [+] VWM
      [+] VEM
    [+] Loop 3
    
    [x] Loop All?

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    Quote Originally Posted by NCDS View Post
    Could be done with color by searching for the rocks, then PixelShift count around them to see if it's being mined, and if so, set it to BadPoint and continue looping through the rocks.

    It could also be done with color by mousing over the spot near the rock and checking how many 'options' are available in the UpText. That could give you a pretty good idea of how many people are at that rock. However, people PowerMining could effect the result of this.


    Keeping in mind Hybridization, could you get the tile of the rock, then search the touching, surrounding tiles and count the amount of players on them with Reflection?


    Just some ideas that popped into my head while reading this.
    I don't see how you could do it effectively with either color of reflection. There could be a player beside the rock you want to mine, but they could be mining a different rock, know what I mean?

    Quote Originally Posted by lordsaturn View Post
    script setup:
    Code:
    [-] Loop 1
      [-] VEM
        SwitchType = Loads
        HowMany = 15
        Timer (minutes) = 60 //switch after 60 mins
      [-] VWM
        SwitchType = Level
        HowMany = 1
        Timer (minutes) = -1 //inf 
      [-] GE FM
        SwitchType = CustomSwitchFunct1 //players on minimap
        HowMany = 11
        Timer (minutes) = 50
      [-] GE Yews
        SwitchType = None //inf
        HowMany = 0
        Timer (minutes) = -1
    [-] Loop 2
      [+] VWM
      [+] VEM
    [+] Loop 3
    
    [x] Loop All?
    I originally thought about doing a tree type thing, but I couldn't figure out how.

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    Quote Originally Posted by Coh3n View Post
    I don't see how you could do it effectively with either color of reflection. There could be a player beside the rock you want to mine, but they could be mining a different rock, know what I mean?
    Yeah, but if you found the rock, then looked for animation directly above the rock (axes hitting the rock), that should give a pretty reliable result I would think.

    Is it possible to tell if another player is mining, and exactly what rock they are mining with Reflection?

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    Quote Originally Posted by NCDS View Post
    Yeah, but if you found the rock, then looked for animation directly above the rock (axes hitting the rock), that should give a pretty reliable result I would think.
    That may work.

    Quote Originally Posted by NCDS View Post
    Is it possible to tell if another player is mining, and exactly what rock they are mining with Reflection?
    Probably, what isn't possible?

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    Quote Originally Posted by NCDS View Post
    Yeah, but if you found the rock, then looked for animation directly above the rock (axes hitting the rock), that should give a pretty reliable result I would think.

    Is it possible to tell if another player is mining, and exactly what rock they are mining with Reflection?
    Animation above the rock? Animations aren't a property of objects. They are a property of the TPlayer class among others. You can get the animation of yourself, npcs and other players.

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    Quote Originally Posted by lordsaturn View Post
    Animation above the rock? Animations aren't a property of objects. They are a property of the TPlayer class among others. You can get the animation of yourself, npcs and other players.
    I guess I shouldn't have used the word 'Animation' as I wasn't talking about Reflection there, but rather marpis' Animation.scar.

  17. #42
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    why exactly cant we go back to scripts? You said MSI can go from VE wc to somewhereelse wc, but it cant start VE wc again in the same script?
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    Quote Originally Posted by NCDS View Post
    I guess I shouldn't have used the word 'Animation' as I wasn't talking about Reflection there, but rather marpis' Animation.scar.
    okay. How good are the color walking paths for MSI?

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    Quote Originally Posted by lordsaturn View Post
    okay. How good are the color walking paths for MSI?
    Most are awesome. We're actually working on a rewrite of Walking_Color.simba so all paths use Camaro's function since it actually works unreal. I haven't really planned it out yet, but I would like to have the points' records automatically generated and saved to a file when the user uses reflection. Then eventually make the walking hybrid rather than just color or just reflection.

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    Back to the main post, at the moment..

    If I have my location set up at Varrock East Bank, then set it to cut wood in Falador, will it walk to Fally or will it just set the player to False?

    hakuna matata ;)

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    Quote Originally Posted by Ejjman1 View Post
    Back to the main post, at the moment..

    If I have my location set up at Varrock East Bank, then set it to cut wood in Falador, will it walk to Fally or will it just set the player to False?
    Set the player to false. The world walker isn't properly implemented yet (i.e. it's not really being used at the moment).

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    Quote Originally Posted by Dynamite View Post
    Have like a Record/Type/Case of a list in respective order of mines usefulness.
    Pretty sure that didn't make sense ^ :P
    So like if you are at Mine A and it is really busy and you aren't getting many ores then it will decide which mine would be best depending on what you are mining and it will go to it. ?
    Shouldn't be thaaaat hard :P
    A simple way would be:
    Simba Code:
    if TimeMinutes >= 60 then
       if OresMined < 100 then
          Case Players[CurrentPlayer].Ore of
             'iron' : if AtMineA then
                          if not MineB then
                             if not MineC then
                                Exit;
          end;
    etc. :P

    -Boom
    For this ^ being a huge pain couldnt all mines/woodcutting places get a rateing for ore/wood so say Lummy swamp west is 2nd best for coal ( I dunno ) and then for all scirpt it would just have to do
    If busy Then
    NextBestPlace and search for the next best

    Or would that be long and painful as well?
    Quote Originally Posted by DD on IRC
    wanted to troll the troll

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    Just dump the players on MM - most resource areas are nowhere near anything, and regardless of location, most people there are going to be using that resource.

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    Quote Originally Posted by Troll Man View Post
    For this ^ being a huge pain couldnt all mines/woodcutting places get a rateing for ore/wood so say Lummy swamp west is 2nd best for coal ( I dunno ) and then for all scirpt it would just have to do
    If busy Then
    NextBestPlace and search for the next best

    Or would that be long and painful as well?
    Interesting idea.

  25. #50
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    why exactly cant we go back to scripts? You said MSI can go from VE wc to somewhere else wc, but it cant start VE wc again in the same script?
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