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Thread: Object DTMs: A Comprehensive Set of Tutorials

  1. #26
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    Alright, filled out the first two posts to the best of my ability tonight. I will see about getting the third part finished tomorrow. Sorry, too tired.
    [10/14/13:19:03] <BenLand100> this is special relatively, just cleverly disguised with yachts

  2. #27
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    Great addition to this already awesome tutorial! I am loving this thread!!

  3. #28
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    Yay got OBJDTMS in my script now for walking works BEAUTIFULLY!
    Thanks for the tut!
    My Soul Wars Scipt Proggress:[100%....]
    Probably won't release though I like it for myself

  4. #29
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    This is really impressive.

    It isn't as fluid as walking with normal DTMs but that's probably because I have it searching for points towards the edge of my minimap.

    I've got the concept down, time to neaten up my paths now.

    Great tutorial.
    Last edited by honeyhoney; 01-21-2012 at 01:33 PM.

  5. #30
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    [Error] C:\Simba\Includes\ObjectDTM\ObjDTMInclude.simba(10 80:12): Duplicate identifier 'DebugTPA' at line 1079

    Getting that error when i try to run my script.(Haven't started making the paths yet)

    Edit -
    Nvm, got it figured out, changed all the variables to something else.

  6. #31
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    Quote Originally Posted by S1N View Post
    [Error] C:\Simba\Includes\ObjectDTM\ObjDTMInclude.simba(10 80:12): Duplicate identifier 'DebugTPA' at line 1079

    Getting that error when i try to run my script.(Haven't started making the paths yet)

    Edit -
    Nvm, got it figured out, changed all the variables to something else.
    You need to download the extension from the project post, and update from there.
    [10/14/13:19:03] <BenLand100> this is special relatively, just cleverly disguised with yachts

  7. #32
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    I get errors:
    Did not find path node 0.
    Did not find path node 0.
    Did not find path node 0.
    Did not find path node 0.
    Tried different dtms, functions but no luck. What could be the cause of this?

  8. #33
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    Works 50% of the time now, especially w/ cacti.

  9. #34
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    Quote Originally Posted by chemicstry View Post
    I get errors:


    Tried different dtms, functions but no luck. What could be the cause of this?
    There's not much I can glean from that, other than that it isn't finding that particular Object DTM. Try to make sure the Object DTM is visible on the minimap and test to see if it finds it. Also make sure you have the 'GroundLevel' parameter set correctly.

    Quote Originally Posted by dweg View Post
    Works 50% of the time now, especially w/ cacti.
    Not the correct thread to post this on. Can you explain in a little more detail? Like, are your Object DTMs failing? Ones using cacti failing more than others?
    Last edited by euphemism; 01-30-2012 at 02:29 AM.
    [10/14/13:19:03] <BenLand100> this is special relatively, just cleverly disguised with yachts

  10. #35
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    doesn't seem like images are working update them please .
    Hi

  11. #36
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    Tutorials is what makes this community so awesome rep+
    EDIT: images on MM can change when you logout and login again.
    ~Fre

  12. #37
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    Quote Originally Posted by Tickyy View Post
    doesn't seem like images are working update them please .
    They're working for me?

    Quote Originally Posted by fre View Post
    Tutorials is what makes this community so awesome rep+
    EDIT: images on MM can change when you logout and login again.
    fre, I am well aware that the images change, the code is written to handle that. You can stop telling me this over and over now.
    [10/14/13:19:03] <BenLand100> this is special relatively, just cleverly disguised with yachts

  13. #38
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    Quote Originally Posted by euphemism View Post
    They're working for me?



    fre, I am well aware that the images change, the code is written to handle that. You can stop telling me this over and over now.
    :O I didn't know that they change..

    Euph. They really change!?

    ~Home :P

  14. #39
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    Quote Originally Posted by Home View Post
    :O I didn't know that they change..

    Euph. They really change!?

    ~Home :P
    Home, yer, the objects will deform some on the minimap, like, they'll shrink, or grow, or get cut in half on rare occasions. It's really not cool.
    [10/14/13:19:03] <BenLand100> this is special relatively, just cleverly disguised with yachts

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    You need to check for out of range errors with this line (incase it is the first node):
    Simba Code:
    if (ObjDTM_Walk(Path[i - 1], 0, 100, 10, GroundLevel) and (not Reset)) then
          begin
            Reset := True;
            Result := True;
            Dec(I);
          end;


    And this line incase it is the last node:
    Simba Code:
    if (ObjDTM_Walk(Path[i + 1], 0, 100, 10, GroundLevel) and (not Reset)) then
          begin

            Reset := True;
            Result := True;
            Inc(I);  
          end;

    I would recomend also swapping the order of things in that if statement, like this:

    Simba Code:
    if ((i <> 0) and (not Reset) and ObjDTM_Walk(Path[i - 1], 0, 100, 10, GroundLevel)) then

    if ((i <> high(Path)) and (not Reset) and ObjDTM_Walk(Path[i + 1], 0, 100, 10, GroundLevel)) then

    also could you add something like:
    Simba Code:
    ObjDTM_DebugText := False;
    where doing this would stop it adding loads of text to the debug box
    Last edited by putonajonny; 02-06-2012 at 04:50 PM.

  16. #41
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    Quote Originally Posted by putonajonny View Post
    You need to check for out of range errors with this line (incase it is the first node):
    Simba Code:
    if (ObjDTM_Walk(Path[i - 1], 0, 100, 10, GroundLevel) and (not Reset)) then
          begin
            Reset := True;
            Result := True;
            Dec(I);
          end;


    And this line incase it is the last node:
    Simba Code:
    if (ObjDTM_Walk(Path[i + 1], 0, 100, 10, GroundLevel) and (not Reset)) then
          begin

            Reset := True;
            Result := True;
            Inc(I);  
          end;

    I would recomend also swapping the order of things in that if statement, like this:

    Simba Code:
    if ((i <> 0) and (not Reset) and ObjDTM_Walk(Path[i - 1], 0, 100, 10, GroundLevel)) then

    if ((i <> high(Path)) and (not Reset) and ObjDTM_Walk(Path[i + 1], 0, 100, 10, GroundLevel)) then

    also could you add something like:
    Simba Code:
    ObjDTM_DebugText := False;
    where doing this would stop it adding loads of text to the debug box
    I am aware of the bug in the path walking, and if you will look a few posts up, I have already planned for an option to turn text debug on/off.
    [10/14/13:19:03] <BenLand100> this is special relatively, just cleverly disguised with yachts

  17. #42
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    I'm pretty stoked to say that i've got this down pat pretty well, and i'm trying to work it into my Clay miner and banker I am releasing soon. Thank you so much for an awsome tutorial and the time you took to put it together!

  18. #43
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    Helped me immensely! Love the tut, Ive made several scripts using this method, thankyou(:

  19. #44
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    Very nice walking system.
    Could you add a random for x, y to the clicking on the MM?
    I can add it myself, but everytime the include updates i need to re-add it

    Good Job !
    ~Fre

  20. #45
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    need help please im not sure what to do when adding stuff to scrips, after i added this:
    program Script;
    {$DEFINE SMART}
    {$i SRL\SRL.simba}
    {$i ObjectDTM\ObjDTMInclude.simba}

    procedure DeclarePlayers;
    begin

    HowManyPlayers := 1;
    CurrentPlayer := 0;
    NumberOfPlayers(HowManyPlayers);

    Players[0].Name := '';
    Players[0].Pass := '';
    Players[0].Nick := '';
    Players[0].Member := True;
    Players[0].Active := True;
    Players[0].Pin := '';
    end;

    begin

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

    ClearDebug;

    SetupSRL;
    ObjDTM_Setup;

    DeclarePlayers;

    if (not LoggedIn) then
    LoginPlayer;
    end.

    it told me this in my logfile when trying to RUN:
    Exception in Script: Too many nested include files while processing 'SRL/SRL/core/simba.simba' from 'C:\Simba\Includes\SRL\SRL.simba'

    EDIT: i also added this after SetupSRL like recommended

    RE EDIT: well i took off the codes now so could someone tell me what is needed to do after i have downloaded the objectDTM and added the include statement to top of script, those are the 2 things i have done so far
    Last edited by greencheese; 03-04-2012 at 05:42 AM.

  21. #46
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    Quote Originally Posted by greencheese View Post
    need help please im not sure what to do when adding stuff to scrips, after i added this:

    Snipped'

    EDIT: i also added this after SetupSRL like recommended

    RE EDIT: well i took off the codes now so could someone tell me what is needed to do after i have downloaded the objectDTM and added the include statement to top of script, those are the 2 things i have done so far
    What exactly are you trying to do?
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  22. #47
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    Quote Originally Posted by Silent SPY View Post
    What exactly are you trying to do?
    sorry nevermind i got it to work, i was trying to get the Generation tools to work, but they work and the only problem i got now is the Silent Spinner wont work, i have added the Ladder and the npc(bank) but now i dont know what to do, do i have to have the generating tools and the Silent Spinner open ?

  23. #48
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    Quote Originally Posted by greencheese View Post
    sorry nevermind i got it to work, i was trying to get the Generation tools to work, but they work and the only problem i got now is the Silent Spinner wont work, i have added the Ladder and the npc(bank) but now i dont know what to do, do i have to have the generating tools and the Silent Spinner open ?
    No, they are completely separate. The spinner already has the walking dtms generated.
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  24. #49
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    1. should you free DTM's in the main loop too, not just right after they're used?

    2. can the act of "not freeing DTM's" cause more memory usage?

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    Quote Originally Posted by Le Jingle View Post
    1. should you free DTM's in the main loop too, not just right after they're used?

    2. can the act of "not freeing DTM's" cause more memory usage?
    These aren't typical DTMs. You don't have to free them.

    Yes, normal DTMs being not freed causes memory usage to rise significantly.
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