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Thread: Object DTMs: A Walking/Positioning System

  1. #26
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    Wait, so, this uses the objects (trees, boulders, etc) on the MM to walk? Or can it be anything on the MM?
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    Quote Originally Posted by Camo Developer View Post
    Wait, so, this uses the objects (trees, boulders, etc) on the MM to walk? Or can it be anything on the MM?
    It uses objects that are defined in the include. Such as a ladder.

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    That's what I thought, so if you need another object, you could create it and add it. I'll give this a test run this weekend!
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    Quote Originally Posted by Camo Developer View Post
    That's what I thought, so if you need another object, you could create it and add it. I'll give this a test run this weekend!
    Yes, that's the idea, it is made to be modular. I am about to add a few more. Test runs are good!

    E: Small revision increase to 7a:
    • Added maple trees, and rocks to list of useable minimap objects
      (MM_MAPLE), (MM_ROCK).


    This brings the number of objects to 10, which, at quick glance, seems to cover almost everywhere.
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    Quote Originally Posted by euphemism View Post
    I think you will find there is a lack of these objects on the minimap when doing dungeoneering, not to mention that dungeons are dynamically created every time you start one. That means that object DTMs are not really applicable for dungeoneering: however, what is it you are finding difficult with navigating a dungeon?



    Thanks, that would be most appreciated.

    E: points are automatically rotated to account for compass direction. If the compass related code is still broken, the finding function may have problems finding the object DTMs.
    Yeah I know. Not much trees etc in there... But we could possibly use this to create dungeoneering dtm's.
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    Quote Originally Posted by kingarabian View Post
    Yeah I know. Not much trees etc in there... But we could possibly use this to create dungeoneering dtm's.
    I'm not sure how. How do you propose this would be used to accomplish that?
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    I'm very interested in trying this out, but the link for the download doesn't work for me...

    help plz
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    Quote Originally Posted by gerauchert View Post
    I'm very interested in trying this out, but the link for the download doesn't work for me...

    help plz
    The link is a forum attachment, I don't know why it wouldn't work :/. Try again?
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    Quote Originally Posted by euphemism View Post
    The link is a forum attachment, I don't know why it wouldn't work :/. Try again?
    Ah my bad, its working now. I swear it wasn't at first though lol. Thanks
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    Quote Originally Posted by gerauchert View Post
    Ah my bad, its working now. I swear it wasn't at first though lol. Thanks

    How strange. Well, I am glad you got the download working. Please return to leave some feedback!
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    Just a quick question how do i, implement this into my simba?

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    Quote Originally Posted by trials6112 View Post
    Just a quick question how do i, implement this into my simba?
    This is an include file.
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    Quote Originally Posted by euphemism View Post
    How strange. Well, I am glad you got the download working. Please return to leave some feedback!
    I can't seem to get it working. The object debug returns all the objects on the screen, the generate object function spits out the string, and when I put it into the walking function, it returns "can't find DTM". I left my character standing still for the whole process, and still it won't recognize it. The generate object tested it and it checked out each time.

    Is there something I'm messing up here?
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    Quote Originally Posted by gerauchert View Post
    I can't seem to get it working. The object debug returns all the objects on the screen, the generate object function spits out the string, and when I put it into the walking function, it returns "can't find DTM". I left my character standing still for the whole process, and still it won't recognize it. The generate object tested it and it checked out each time.

    Is there something I'm messing up here?
    Could you post the code where you are trying to walk to it?
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    Here is the area I'm walking:



    I was messing around with the functions around the southern part of the mine... sry no code saved.
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    Quote Originally Posted by gerauchert View Post
    Here is the area I'm walking:

    *snip*

    I was messing around with the functions around the southern part of the mine... sry no code saved.
    If you wouldn't mind, could you try again, and if it still doesn't work, please post the code where you are trying to use the include.
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    Quote Originally Posted by euphemism View Post
    If you wouldn't mind, could you try again, and if it still doesn't work, please post the code where you are trying to use the include.
    Hey I retried it, and it turns out that I had groundlevel set to false, which was causing the trouble. But, I still can't get the accuracy that I want out of what I am trying to do. Is there a way to pick individual trees instead of the generate function that picks for you? The problem is that the area requires DTMs only using dead trees...
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    Sure, call GenerateObjDTMSkeleton() and set AreaBox to false, because that is out-dated now, and I haven't updated the function. Copy out the debug information into your script. The line "with x do", change x to the name you want, and make sure you declare that as a variable:
    Simba Code:
    var
      Name: ObjDTM;

    Then call ObjectDebug(MM_DEADTREE);

    replace the sub-point definitions in the skeleton with the ones in the debug that you want. Use ObjectDTMToString(Name) when you want to find it, or do that and writeln the result, and just store it as a string. I am sorry that it is so difficult, I need to write a set of tutorials, and some better methods for generating them.

    Updated the "LumbridgeToVarrock.simba" file to fix an out-of-range error that I assume everyone who has downloaded it has been getting.
    Last edited by euphemism; 12-06-2011 at 06:19 AM.
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    Hey man, I downloaded the new versions and tried it out. I had to update a few lines in the LumbridgeToVarrock.simba to get it to compile. Here's the updated version:

    Simba Code:
    program New;
    {$DEFINE SMART}
    {$DEFINE PAINT}
    {$i SRL\SRL.scar}
    {$i SRL\SRL\MISC\Paintsmart.scar}
    {$i ObjDTMIncludeRev7a.simba}

    (*------------------------------------------------------------------------------
                                Object DTM Test Path
                       Lumbridge courtyard -> Varrock West Bank

       Instructions:

       Fill in the 'DeclarePlayers' procedure, make sure you have
       the latest Object DTM Include in the same folder as this script,
       and have included it at the top, under the rest of the includes.

       i.e.: {$i ObjDTMIncludeRev7a.simba}

       Make sure you character is standing in the Lumbridge courtyard.

       Hit run and watch.  Hopefully you make it.
    ------------------------------------------------------------------------------*)



    procedure DeclarePlayers;
    begin
      HowManyPlayers := 1;
      NumberOfPlayers(HowManyPlayers);
      CurrentPlayer := 0;
      Players[0].Name := '';
      Players[0].Pass := '';
      Players[0].Nick := '';
      Players[0].Member := False;
      Players[0].Active := True;
      Players[0].Pin := '';
    end;

    var

      Path: TStringArray;
      I: Integer;

    procedure Setup;
    begin

      Smart_Server := 10;
      Smart_Members := False;
      Smart_Signed := True;

      ClearDebug;
      SetupSRL;

      DeclarePlayers;

      if not (LoggedIn) then
        LoginPlayer;

      LoadObjects;

      SetLength(Path, 19);
    end;


    begin

      Setup;

        Path := ['643:85:3:1:7:622:126:0:7:665:105:0:7:665:63:4:612:67:652:67:652:106:612:106',
        '680:57:4:1:7:610:126:1:7:650:47:0:7:654:105:0:7:654:63',
        '679:85:3:0:7:599:95:0:7:648:138:1:7:640:104',
        '646:30:3:1:7:592:103:3:7:659:97:3:7:639:132',
        '619:32:3:1:7:639:38:1:7:662:45:1:7:603:37',
        '619:32:3:1:7:610:93:1:7:610:77:2:7:622:103',
        '600:36:3:1:7:618:89:1:7:630:72:3:7:641:49',
        '620:34:3:1:7:605:108:1:7:590:92:3:7:600:88',
        '634:28:3:1:7:596:146:1:7:558:59:3:7:606:142',
        '634:27:4:1:7:647:69:1:7:614:56:3:7:636:81:3:7:619:68',
        '591:33:4:1:7:610:81:1:7:609:114:3:7:649:77:3:7:608:60',
        '608:28:4:1:7:627:97:1:7:601:93:3:7:620:76:3:7:603:80',
        '590:42:3:3:7:645:77:3:7:639:136:3:7:623:140',
        '609:34:4:1:7:605:75:1:7:601:96:1:7:640:52:1:7:600:118',
        '629:29:4:1:7:618:89:1:7:643:89:1:7:613:109:1:7:660:81',
        '618:16:2:0:7:602:90:0:7:606:65',
        '597:57:2:1:7:607:78:0:7:654:78',
        '610:32:2:0:7:573:82:1:7:635:102',
        '589:47:1:3:7:638:27'];

      if InObjDTMArea(Path[0], True) then
      begin

        WriteLn('Checking to see if you are in the courtyard..');
        WriteLn('Good, you are in the courtyard!');

        for I := 0 to 18 do
        begin

          WriteLn(i);
          ObjDTMWalk(Path[i], 0, 100, 80, True);
        end;
      end else
      begin

        WriteLn('You need to start in the courtyard, please!');
      end;
    end.

    It worked, it ran from lumby to south of varrock. But it kept printing out that it couldn't find the DTM. When the script finished, it threw an Access Violation and crashed Simba.
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  20. #45
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    Quote Originally Posted by Camo Developer View Post
    Hey man, I downloaded the new versions and tried it out. I had to update a few lines in the LumbridgeToVarrock.simba to get it to compile. Here's the updated version:

    *snip*

    It worked, it ran from lumby to south of varrock. But it kept printing out that it couldn't find the DTM. When the script finished, it threw an Access Violation and crashed Simba.
    It failed compiling? What caused that? Also, I can't imagine why it would throw an access violation. :/ This is upsetting. Did you try running it again?
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    Yeah, every time the script finished running it would cause it and Simba would crash.

    As for the compiling, on the first line of your "Points" var, right before the comma, you had
    Code:
    Points := ['.....'', '...']
    and it was throwing an error because the string wasn't formatted correctly.
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    Quote Originally Posted by Camo Developer View Post
    Yeah, every time the script finished running it would cause it and Simba would crash.

    As for the compiling, on the first line of your "Points" var, right before the comma, you had
    Code:
    Points := ['.....'', '...']
    and it was throwing an error because the string wasn't formatted correctly.
    I see. Well thank you. I fixed the test script so that it compiles now. I will have to look into why it is crashing for you, though.
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    Huh, I don't think it's your script. Noticed something. It only does it after I close SMART. It ran much smoother too.

    One thing I'm confused about is, as I watched it click the points, it seemed to click on points that were no where near one of the DTMs. Can you explain, or break it down?
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    Quote Originally Posted by Camo Developer View Post
    Huh, I don't think it's your script. Noticed something. It only does it after I close SMART. It ran much smoother too.

    One thing I'm confused about is, as I watched it click the points, it seemed to click on points that were no where near one of the DTMs. Can you explain, or break it down?
    Ah, yes, I get that sometimes as well, when I close SMART. Did it make it to the bank? What do you mean when you say it seemed to click on points nowhere near one of the DTMs?
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    Yeah, it made it to the bank just fine.

    Like, and maybe I'm just confused on how this actually works, when it was heading north past the cows in lumby, it clicked on the path to go straight up. Then, when it got to the break in the wall, it clicked next to the field, yet there were none of the objects near that area that are defined on the first post.

    Make any sense? Lol.
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    If you PM me with a stupid question or one listed in FAQ, or about a script that is not mine, I will NOT respond.


    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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