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Thread: SRL Positioning System (OFFICIAL THREAD)

  1. #301
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    Ok, just to set things straight for everyone (for people that don't know it) SPS can only have 1 map loaded at once, so you can't just do sps_setup(map1) and sps_setup(map2) because that will override the first map and load map2, if you want to walk using 2 maps you would have to do something like this
    Simba Code:
    function walk_Underground: boolean;
    begin
      SPS_Setup(RUNESCAPE_OTHER, ['underground_map']); {*}
      p := [point(100,100), point(500, 500), point(1000,100)];
      Result := SPS_WalkPath(p);
    end;

    function walk_Aboveground: boolean;
    begin
      SPS_Setup(RUNESCAPE_OTHER, ['groundlevel_map']); {*}
      p := [point(100,100), point(500, 500), point(1000,100)];
      Result := SPS_WalkPath(p);
    end;

  2. #302
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    Quote Originally Posted by Ollybest View Post
    Ok, just to set things straight for everyone (for people that don't know it) SPS can only have 1 map loaded at once, so you can't just do sps_setup(map1) and sps_setup(map2) because that will override the first map and load map2, if you want to walk using 2 maps you would have to do something like this
    Simba Code:
    function walk_Underground: boolean;
    begin
      SPS_Setup(RUNESCAPE_OTHER, ['underground_map']); {*}
      p := [point(100,100), point(500, 500), point(1000,100)];
      Result := SPS_WalkPath(p);
    end;

    function walk_Aboveground: boolean;
    begin
      SPS_Setup(RUNESCAPE_OTHER, ['groundlevel_map']); {*}
      p := [point(100,100), point(500, 500), point(1000,100)];
      Result := SPS_WalkPath(p);
    end;
    I'll try that.. What I did was SPS_Setup(RUNESCAPE_SURFACE, ['1_2', '1_3', '1_4']) and so on..

  3. #303
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    Quote Originally Posted by Zorgatone View Post
    I'll try that.. What I did was SPS_Setup(RUNESCAPE_SURFACE, ['1_2', '1_3', '1_4']) and so on..
    Right, but if you're changing surfaces (i.e. to a dungeon map or custom map) you have to make sure you're done with the walking on the previous surface first. So, to expand on what Olly said:
    Simba Code:
    // this is how you have to do it - Call SPS_Setup, walk, then call SPS_Setup again to switch surfaces
    function walk_Underground: boolean;
    begin
      SPS_Setup(RUNESCAPE_OTHER, ['underground_map']); {*}
      p := [point(100,100), point(500, 500), point(1000,100)];
      Result := SPS_WalkPath(p);
    end;

    function walk_Aboveground: boolean;
    begin
      SPS_Setup(RUNESCAPE_OTHER, ['groundlevel_map']); {*}
      p := [point(100,100), point(500, 500), point(1000,100)];
      Result := SPS_WalkPath(p);
    end;

    // you can't do this (it will load 11_8, then override it with dwarven_mine)
    procedure loadSPSMaps();
    begin
      SPS_Setup(RUNESCAPE_SURFACE, ['11_8']);
      SPS_Setup(RUNESCAPE_OTHER, ['dwarven_mine']);
    end;

  4. #304
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    Quote Originally Posted by Coh3n View Post
    Right, but if you're changing surfaces (i.e. to a dungeon map or custom map) you have to make sure you're done with the walking on the previous surface first. So, to expand on what Olly said:
    Simba Code:
    // this is how you have to do it - Call SPS_Setup, walk, then call SPS_Setup again to switch surfaces
    function walk_Underground: boolean;
    begin
      SPS_Setup(RUNESCAPE_OTHER, ['underground_map']); {*}
      p := [point(100,100), point(500, 500), point(1000,100)];
      Result := SPS_WalkPath(p);
    end;

    function walk_Aboveground: boolean;
    begin
      SPS_Setup(RUNESCAPE_OTHER, ['groundlevel_map']); {*}
      p := [point(100,100), point(500, 500), point(1000,100)];
      Result := SPS_WalkPath(p);
    end;

    // you can't do this (it will load 11_8, then override it with dwarven_mine)
    procedure loadSPSMaps();
    begin
      SPS_Setup(RUNESCAPE_SURFACE, ['11_8']);
      SPS_Setup(RUNESCAPE_OTHER, ['dwarven_mine']);
    end;
    Yes, I understand

  5. #305
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    Sorry for kinda gravediggy, it is a sticky,

    Quote Originally Posted by Coh3n View Post
    [*]The mathematics behind SPS can be found here.
    404 after forum update? or removed? I know I read it before can't find it


    Programming is like trying keep a wall of shifting sand up, you fix one thing but somewhere else starts crumbling

  6. #306
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    Quote Originally Posted by DannyRS View Post
    Sorry for kinda gravediggy, it is a sticky,



    404 after forum update? or removed? I know I read it before can't find it
    No gravedig on a sticky. I still encourage people to ask questions on this thread. I fixed the link. Thanks for letting me know, turns out the rest of the links were broken as well due to a small forum bug we had a few weeks ago.

  7. #307
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    Quote Originally Posted by Coh3n View Post
    No gravedig on a sticky. I still encourage people to ask questions on this thread. I fixed the link. Thanks for letting me know, turns out the rest of the links were broken as well due to a small forum bug we had a few weeks ago.
    Great, thanks a lot , want to read marpis' explanation a few more times so I can maintain any private server stuff I mod more easily

    Got it working pretty flawlessly on ProjectRS06, thanks for continuing SPS for us Coh3n, your Awesome!


    Programming is like trying keep a wall of shifting sand up, you fix one thing but somewhere else starts crumbling

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    Result := rs_OnMinimap(p.x, p.y); trying to run this in osr gets error [Error] C:\Simba\Includes\sps/sps.simba(447:35): Invalid number of parameters at line 446 Compiling failed.
    any suggestions on fixing this error for osr?

  9. #309
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    Quote Originally Posted by westkevin12 View Post
    Result := rs_OnMinimap(p.x, p.y); trying to run this in osr gets error [Error] C:\Simba\Includes\sps/sps.simba(447:35): Invalid number of parameters at line 446 Compiling failed.
    any suggestions on fixing this error for osr?
    I think there's a separate version of SPS for OSR somewhere.

  10. #310
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    Thanks for this thread, been trying to figure out how to use SPS myself
    "If, at someone, your wound still arouses pity,
    stone this vile hand that strokes you,
    spit on this lips that kiss you." (Augusto dos Anjos, translated from brazillian portuguese to english)
    http://villavu.com/forum/image.php?type=sigpic&userid=96295&dateline=137947  1136

  11. #311
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    Wow, double thanks for the link to The Mayor's tutorial =O
    "If, at someone, your wound still arouses pity,
    stone this vile hand that strokes you,
    spit on this lips that kiss you." (Augusto dos Anjos, translated from brazillian portuguese to english)
    http://villavu.com/forum/image.php?type=sigpic&userid=96295&dateline=137947  1136

  12. #312
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    https://github.com/SRL/SPS/tree/Next

    A peak into the future, OpenCV support.

    Tho I am not totally happy with it, I feel like i may rub @slacky up the wrong way but it's hard not to 'take' something when it's there which is so powerful.

    Big thanks to him of course, totally wouldn't be done without his work out there. (And why not thank him for what he's done to Simba over a good month or two 90% of commits was his work).
    Last edited by Olly; 08-03-2014 at 11:17 PM.

  13. #313
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    Quote Originally Posted by Olly View Post
    https://github.com/SRL/SPS/tree/Next

    A peak into the future, OpenCV support.

    Tho I am not totally happy with it, I feel like i may rub @slacky up the wrong way but it's hard not to 'take' something when it's there which is so powerful.

    Big thanks to him of course, totally wouldn't be done without his work out there. (And why not thank him for what he's done to Simba over a good month or two 90% of commits was his work).
    This is going to be awesome! Thanks slacky & Olly!

  14. #314
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    Quote Originally Posted by Olly View Post
    https://github.com/SRL/SPS/tree/Next

    A peak into the future, OpenCV support.

    Tho I am not totally happy with it, I feel like i may rub @slacky up the wrong way but it's hard not to 'take' something when it's there which is so powerful.

    Big thanks to him of course, totally wouldn't be done without his work out there. (And why not thank him for what he's done to Simba over a good month or two 90% of commits was his work).
    This will rival tilebased walking. Much thanks & respectin' to you two.
    GitLab projects | Simba 1.4 | Find me on IRC or Discord | ScapeRune scripts | Come play bot ScapeRune!

    <BenLand100> we're just in the transitional phase where society reclassifies guns as Badâ„¢ before everyone gets laser pistols

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    I think this is right place to ask this:
    I made a autotanner script, it runs to the tanner, tans, runs back to the bank.But it doesn't want to enter buildings. It always runs to a wall of the building. Not verry handy when trying to open the bank ;(
    printscreen:
    http://prntscr.com/49rbft
    ( green arrows are the places it walks to, I know there are many points, I also tried with fewer points but that didn't work.)

  16. #316
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    Quote Originally Posted by lanadekat View Post
    I think this is right place to ask this:
    I made a autotanner script, it runs to the tanner, tans, runs back to the bank.But it doesn't want to enter buildings. It always runs to a wall of the building. Not verry handy when trying to open the bank ;(
    printscreen:
    http://prntscr.com/49rbft
    ( green arrows are the places it walks to, I know there are many points, I also tried with fewer points but that didn't work.)
    your map needs to be larger on the top side. also. sps doesnt work so well in the desert... except there it shouldnt have too much of a problem. to debug your map, do this...
    Simba Code:
    program whatever;
    {includes here}

    stuff stuff

    begin
    all your setup stuff;

    sps.setup(whatever);
    while true do sps.debugPlayerPos();
    end.

    and then login and walk around your map and watch the window that is open. if it has problems, then you can try playing with accuracy/tolerance/etc. but that may not help.

  17. #317
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    Quote Originally Posted by Turpinator View Post
    your map needs to be larger on the top side. also. sps doesnt work so well in the desert... except there it shouldnt have too much of a problem. to debug your map, do this...
    Simba Code:
    program whatever;
    {includes here}

    stuff stuff

    begin
    all your setup stuff;

    sps.setup(whatever);
    while true do sps.debugPlayerPos();
    end.

    and then login and walk around your map and watch the window that is open. if it has problems, then you can try playing with accuracy/tolerance/etc. but that may not help.
    thanks it works now It works in the desert, but not as good, but still it works good enough.

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