how to exclude colours dynamically in game ,
e.g finds a colour but wrong uptext so exclude that colour .
how to exclude colours dynamically in game ,
e.g finds a colour but wrong uptext so exclude that colour .
Well from what I've seen in some tutorials, instead of making your script exclude colors dynamically you should think of other ways to solve it. Most problems don't have only one answer in scripting.
You could probably just make it to where it checks the uptext and if false then move on. Like in the MSI Fishing Guild Fisher it would check spot but then check uptext and if not the correct uptext then it moves on to the next identifiable color/shape. Like have a main thing that checks for correct uptext then call it when you believe it may be needed in other procedures/functions. Hope I helped.
It's not brainfreeze. It's Flavo-Masochism.
Simba Code:If Not Uptext..... Then
Begin
GetMousePos(X, Y);
C := GetColor(X, Y);
ColorBlackList[...] := C;
The ... would be position of the last color inside + 1, and then run a command after retrieving your TPA/ATPA to delete all colors in your ColorBlackList from the arrays.
I'm back
I would suggest to exclude TPAs with help of colours. When you have an object next to your target object, that "coincidentally" got the same colours (thx Jagex), then you could easily exclude it using unique colours of the annoying object.
(At least it's how I do in my script)
I am Ggzz..
Hackintosher
Idk if it works for you, but this is my situation: I have to exclude all found Tpoints on the soulwars portal in Edgeville (it has similar colours as yew trees)
But the portal has also a unique color (beige). With this, you can remove all Tpoints you dont want to have. Tpa -> MiddleTpa -> Tpoint -> remove all Tpoints within a circle with radius r.
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