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Thread: [Walking] Utilising ObjectDTM's

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    Default [Walking] Utilising ObjectDTM's

    Hello and Welcome to my guide on using ObjectDTM's to walk in Runescape. No doubt euphenism has done a great job with his tutorial - yet for some reason I find users do not still grasp the concept of how to use ObjectDTM's properly and most importantly how to use them in scripts.

    Before you continue with this tutorial, please make sure you understand how ObjectDTM's work and how to get the extension onto Simba: http://villavu.com/forum/showthread.php?p=847813

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    -- Contents --
    Getting it to Work
    Creating an ObjectDTM
    Walking to a single point
    Walking a path
    Defining Locations


    Getting it to work

    This will be the shortest section in this tutorial. To get ObjectDTM's to work simply put this at the start of your script(after you Define SMART and SRL):
    Simba Code:
    {$i ObjectDTM\ObjDTMInclude.simba}
    And then put this is your Mainloop(after you SetUpSRL):
    Simba Code:
    ObjDTM_Setup

    Simple enough.. I hope



    Creating an ObjectDTM

    Creating an ObjectDTM is really easy - in fact so easy you can make your own in under 10 seconds - literally. To make an Object DTM there are three things you have to do:
    - Pick Minimap Objects
    - Create a Main Point
    - Make an Area

    Ok so the first thing you want to do is open up the Object DTM Generation Tool. To do this, you must go to View -> Extensions Menu
    Now you should get an ODTM drop-down menu. Click on it and select Generation Tool.
    When this loads, you will be asked to Log In, also, you can comment out (//) SMART if you do not want to use it. Now, when the Form Opens, you can start to create your ObjectDTM

    The first thing you want to do when the form loads is Grab the Minimap - all this does is get the current Minimap:



    Once this is done, what you want to do is look at your Minimap and see what objects you can find. In my case - I can see Trees and NPC's. So what you want to do is scroll down the list and take a look at all the objects that you can select with the Tool, so because I can see Trees, I am going to select Trees. Then I am going to click on Gather Object which shows me which Trees the Tool can find. So lets do that:



    So as you can see, the Trees that the Tool could find are highlighted with white circles. However, what you want to do now is pick which objects you want to use when creating your ObjectDTM, generally you only need 3 or 4. To select them, you simply click them and they will turn grean. To deselect them, you click on them again and they will turn red. After picking some objects, here's what your Minimap should now look like:



    You are now done picking objects. The next thing you want to do is select where you want your player to walk - this is called the Main Point. By default, the point is where your player currently is, to change this, simply click where you want to move, like so:



    And now you're done with that you select the area in which it will walk. Generally you want to keep this at a fairly small size. To make the area, you simply click the points where you want it to be and it will be drawn for you - you'll understand this better when you actually do it. Anyway, it should be something like this:



    So you're finally done! You're finished ObjectDTM should look something like this:



    Now press 'Print Object DTM' and you will get some code in the debug box which looks like this:


    That there in the debug box is your Object DTM!! Read on to learn how you can use this little piece of code in scripts!



    Walking to a single point

    Ok so, if you want to walk to a single point then there are two function you will need:
    Simba Code:
    function ObjDTM_Find(DTMToFind: String; out cx, cy: Integer; GroundLevel: Boolean): Boolean;

    function ObjDTM_Walk(ObjDTMToWalk: String; FlagDistance, PollRate, Tries: Integer; GroundLevel: Boolean): Boolean;
    What do they do?

    - ObjDTM_Find: This finds you Object DTM. To fill it in you put in your ObjectDTM(the code from the debug box) followed by cx and cy. The GroundLevel means is the player at Ground Level. If yes then you write in True, if not then you write in false. So when filled in correctly, it should look like this:
    Simba Code:
    ObjDTM_Find('86:106:3:1:7:50:80:1:7:50:98:1:7:59:52:4:67:88:66:114:99:119:100:82', cx, cy, True);

    - ObjDTM_Walk: This walks to the ObjectDTM. To fill it in you put in your ObjectDTM followed by the distance you want your player to be from the flag before it results true. For PollRate put in the number of milliseconds you want it to wait before trying to walk it again(if it fails) and for Tries put in the number of times you want the function to try and walk to the ObjDTM. Finally, for GroundLevel, put in True if your player is at Ground Level and False if he isn't. If filled in correctly, it should look something like this:
    Simba Code:
    ObjDTM_Walk('86:106:3:1:7:50:80:1:7:50:98:1:7:59:52:4:67:88:66:114:99:119:100:82', 2, 100, 5, True);
    So the above function will try to walk to the Object DTM, if it fails, it will try again in 100 milliseconds for a maximum of five times. Once it reaches within 2 pixels from the flag, it will result true.

    So, now you want to put this into one nice procedure.
    Simba Code:
    procedure LetsWalk;
    var
      cx, cy: Integer;
    begin
      if ObjDTM_Find('86:106:3:1:7:50:80:1:7:50:98:1:7:59:52:4:67:88:66:114:99:119:100:82', cx, cy, True) then
      begin
        Writeln('We found it, now lets walk it!');
        ObjDTM_Walk('86:106:3:1:7:50:80:1:7:50:98:1:7:59:52:4:67:88:66:114:99:119:100:82', 2, 100, 5, True);
      end else
        Writeln('We could not walk here, what a shame');
    end;



    Walking a path

    Let's face it. There really aren't many scripts which require you to walk to a single point - what you really want to do is walk a long path.

    There are two ways of doing this:
    - Creating a path with the tool [Not Recommended]
    - Repeatedly using ObjDTM_Walk [Recommended]

    The reason I do not recommend making paths with the tool is because they are usually very buggy and if you want to change a single Object DTM within a path - you have to reamke the whole path. However, if you make points close together in your full path - then it shouldn't really fail
    Here's how to make a full path:

    Open the Object DTM Generation Tool and select the Path menu, like so:


    When this opens, you want to create your ObjectDTM as normal. However, instead of pressing Print Object DTM, select Add Path Node:

    Once you have done this, the form will close and the Tool will walk to the point for you and then like magic the form will open again! You can then make your next ObjectDTM and select Add Path Node. Again, it will close the form for you and walk to the point. Repeat this until you reach your destination, then simply press Finish Path. The tool will then close and you will get something like this in your Simba Debug Box:
    Code:
    Object DTM Generation Tool: Generated path:
    
    ['83:117:3:1:7:51:99:1:7:51:79:10:7:78:75:4:70:103:71:127:94:125:100:101', '90:102:3:1:7:47:64:1:7:48:46:1:7:52:129:4:71:94:75:113:103:113:101:95', '88:132:3:1:7:43:112:10:7:64:123:10:7:60:115:4:77:124:75:142:97:140:96:114']
    Congratulations! You have just created a path. However, it's useless unless you now how to put it in your script. Fortunately, there is only one function you need to know to walk this long path:
    Simba Code:
    function ObjDTM_WalkPath(Path: TStringArray; FlagDistance, PollRate, Tries: Integer; CheckEndPoints, GroundLevel: Boolean): Boolean;
    Here's how to use it:
    - ObjDTM_WalkPath: This walks the ObjectDTM Path. To fill it in you put in your ObjectDTM Path you just got in your Simba Debug Box followed by the distance you want your player to be from the flag before it results true. For PollRate put in the number of milliseconds you want it to wait before trying to walk it again(if it fails) and for Tries put in the number of times you want the function to try and walk to the ObjDTM. Then, for CheckEndPoints, put in True if you want it to check whether it is or isn't in the Area you wanted it to finish in. Finally, for GroundLevel, put in True if your player is at Ground Level and False if he isn't. If filled in correctly, your whole procedure should then look something like this:
    Simba Code:
    procedure WalkPath;
    begin
      ObjDTM_WalkPath(['78:83:14:1:7:45:95:10:7:66:91:10:7:65:71:10:7:65:79:10:7:65:63:10:7:65:54:10:7:65:46:10:7:109:41:10:7:109:58:10:7:109:49:10:7:110:66:10:7:110:74:10:7:110:82:0:7:79:39'
        ,'32:121:3:1:7:49:95:10:7:69:91:1:7:33:50',
        '48:121:5:1:7:98:55:1:7:66:94:1:7:78:115:1:7:57:130:1:7:41:111',
        '13:72:8:1:7:90:86:1:7:74:91:1:7:74:107:1:7:90:111:1:7:106:108:1:7:102:120:1:7:62:79:1:7:74:67',
        '37:107:7:1:7:82:71:1:7:62:75:1:7:46:71:1:7:42:91:1:7:58:107:1:7:46:115:1:7:58:127',
        '59:108:8:1:7:82:91:1:7:98:90:1:7:110:102:1:7:110:118:1:7:35:75:1:7:40:126:1:7:79:133:1:7:94:67'], 0, 100, 5, True, True);
    end;

    The alternative method is very simple, for each ObjectDTM you make, put it in a ObjDTM_Walk function. If you choose this method, then the path should look something like this:
    Simba Code:
    procedure WalkPath;
    begin
      ObjDTM_Walk('57:112:6:10:7:39:75:10:7:39:66:10:7:39:57:10:7:88:53:10:7:88:44:10:7:39:97:4:40:104:42:119:95:118:95:104', 0, 100, 80, True);
      Wait(500);
      ObjDTM_Walk('37:95:5:10:7:54:70:10:7:54:58:1:7:34:76:10:7:98:32:10:7:99:24:5:43:78:11:78:15:105:56:104:66:80', 0, 100, 80, True);
      Wait(500);
      ObjDTM_Walk('34:103:5:1:7:78:63:1:7:47:102:10:7:97:59:10:7:97:47:10:7:97:40:4:18:90:23:124:57:108:57:78', 0, 100, 80, True);
      Wait(500);
      ObjDTM_Walk('26:107:4:1:7:70:99:1:7:94:82:1:7:58:111:1:7:106:103:5:13:91:19:122:47:122:54:106:43:80', 0, 100, 80, True);
      Wait(500);
      ObjDTM_Walk('40:116:5:1:7:66:63:1:7:46:67:1:7:42:99:1:7:114:83:5:7:57:46:5:24:100:27:132:56:132:64:99:50:81', 0, 100, 80, True);
      Wait(500);
      ObjDTM_Walk('80:80:2:1:7:91:103:3:7:101:83:4:74:77:73:98:92:97:91:77', 0, 100, 80, True);
    end;
    The advantages of this method is simple - if one ObjectDTM fails - you can easily change it without having to remake the entire path. You can also then add back-up walking methods (such as RadialWalk) for each Path. That way the chances of the path failing is virtually nil.
    Disadvantages? Well, it looks ugly doesn't it...



    Defining Locations

    You're probably wondering what I mean by this. Basically - it's marking out a location - such as a Bank, Altar or a Shop. To define a location you simply make an ObjectDTM as normal - but give it a much larger area which goes around your location. For example, here is how you would make an ObjectDTM to define the location of the Varrock West Bank:

    See how the area goes around the bank?

    To define a location, there is only one function you need to know:
    Simba Code:
    ObjDTM_InArea(DTMToCheck: String; GroundLevel: Boolean): Boolean;
    How to use it?
    - ObjDTM_InArea: Simply put in your ObjectDTM followed by True if it is a Ground Level of False if it isn't.

    What use is defining locations? Well simple, I could name the area of the bank 'IsAtBank' and then use it as a failsafe such as:
    Simba Code:
    if not IsAtBank then
      WalktoBank;
    You could also put this location at the end of paths as the result, thus chaning the paths from procedures into functions. Here is a smaller example from a really old version of script of mine on how this works:
    Simba Code:
    //-- Bank Location --\\
    function IsAtBank: Boolean;
    begin
      Result := ObjDTM_InArea('80:80:7:10:7:58:75:10:7:101:55:10:7:101:47:10:7:58:59:10:7:58:51:10:7:58:67:10:7:101:63:4:58:25:60:99:104:98:101:25', True);
    end;

    //-- WalkToBank --\\
    function WalkToBank: Boolean;
    begin
      Antiban;
          ObjDTM_Walk('57:112:6:10:7:39:75:10:7:39:66:10:7:39:57:10:7:88:53:10:7:88:44:10:7:39:97:4:40:104:42:119:95:118:95:104', 0, 100, 80, True);
          Wait(500);
          ObjDTM_Walk('37:95:5:10:7:54:70:10:7:54:58:1:7:34:76:10:7:98:32:10:7:99:24:5:43:78:11:78:15:105:56:104:66:80', 0, 100, 80, True);
          Wait(500);
          ObjDTM_Walk('34:103:5:1:7:78:63:1:7:47:102:10:7:97:59:10:7:97:47:10:7:97:40:4:18:90:23:124:57:108:57:78', 0, 100, 80, True);
          Wait(500);
          ObjDTM_Walk('26:107:4:1:7:70:99:1:7:94:82:1:7:58:111:1:7:106:103:5:13:91:19:122:47:122:54:106:43:80', 0, 100, 80, True);
          Wait(500);
          ObjDTM_Walk('40:116:5:1:7:66:63:1:7:46:67:1:7:42:99:1:7:114:83:5:7:57:46:5:24:100:27:132:56:132:64:99:50:81', 0, 100, 80, True);
          Wait(500);
          ObjDTM_Walk('80:80:2:1:7:91:103:3:7:101:83:4:74:77:73:98:92:97:91:77', 0, 100, 80, True);
      Result := IsAtBank; //here's where I've used it!!!
    end;
    I could also place it at the start of a function. So if I wanted to walk from the bank to somewhere else, I could put: if not IsAtBank then Exit; that way if the player isn't at the bank to start the path, it will exit the function.


    So boys and girls, that is how you use ObjectDTM's for walking. I hope you enjoyed reading this guide and if you have any issues or problems, please let me know!


    Special Thanks To:
    euphenism - for making Object DTM's of course silly!
    Last edited by Abu; 04-18-2012 at 03:40 PM.

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    Nice guide, I like that you pointed out defining locations people don't realise you can do that!

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    Last time I used the Path walking feature, there's a nasty bug that if it doesn't find it will backtrack previous path nodes and end up with an out of range exception (array index -1).

    ODTM should only be used if there is an auxiliary walking method as backup, because sometimes the MM really messes up and the ODTM is not found.
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    Quote Originally Posted by Er1k View Post
    Last time I used the Path walking feature, there's a nasty bug that if it doesn't find it will backtrack previous path nodes and end up with an out of range exception (array index -1).

    ODTM should only be used if there is an auxiliary walking method as backup, because sometimes the MM really messes up and the ODTM is not found.
    That's why I recommend the alternative method which I mentioned in the tutorial which is to use ObjDTM_Walk for each ObjectDTM - that way you can add backup methods to each point

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    I just want to say great tut and thanks to this tut I have found a method of walking that is easy for me and actually works ha thanks man.

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    Nice tut man should be stickied. Will defs help people who want to add walking to there scripts especially since SPS is broken
    Current Project: Retired

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    Good tut man only thing that stinks is you can't utilize it in dungeons , radial only viable option for now.

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    Quote Originally Posted by 14578 View Post
    I just want to say great tut and thanks to this tut I have found a method of walking that is easy for me and actually works ha thanks man.
    Thank you.

    Quote Originally Posted by Gucci View Post
    Nice tut man should be stickied. Will defs help people who want to add walking to there scripts especially since SPS is broken
    Thank you.

    Quote Originally Posted by GOOGLE View Post
    Good tut man only thing that stinks is you can't utilize it in dungeons , radial only viable option for now.
    And Thank you.

    I take a bow

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    Quote Originally Posted by abu_jwka View Post
    And now you're done with that you select the area in which it will walk. Generally you want to keep this at a fairly small size. To make the area, you simply click the points where you want it to be and it will be drawn for you - you'll understand this better when you actually do it. Anyway, it should be something like this:
    Could you just clarify this point for me?

    I've used Object DTM walking successfully in the past, but I did not define areas around my path nodes - it simply walked to the point I set.

    I assume that if you define an area it will walk to a spot inside of that area? And not just go for the main point all the time?

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    Nice tut dude.

    Quote Originally Posted by GOOGLE View Post
    Good tut man only thing that stinks is you can't utilize it in dungeons , radial only viable option for now.
    A combination of Radial/TPA and DTMs works pretty well in dungeons.

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    Exclamation Compiling error (The worst)

    Can someone tell me what is wrong with my code here?

    Code:
    Procedure WalkToCave;
    begin
    ObjDTM_Walk(['103:49:1:10:7:70:54', '120:112:2:1:7:152:70:1:7:145:81',
                 '123:133:2:1:7:95:74:1:7:107:83', '129:104:2:1:7:33:95:1:7:54:108',
                 '144:98:2:1:7:69:34:1:7:61:67', '152:90:2:3:7:96:95:3:7:116:94',
                 '107:72:2:10:7:108:130:10:7:44:109'],0, 100, 5, True);
    end;
    When I hit compile, it points at that last line before end and says:
    Simba Code:
    [Error] (43:73): Invalid number of parameters at line 42
    Compiling failed.

    I followed exactly what was shown in the tut so now I don't know what to do.
    Last edited by Recursive; 04-28-2012 at 04:27 PM.

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    Quote Originally Posted by Chig View Post
    Can someone tell me what is wrong with my code here?

    Code:
    Procedure WalkToCave;
    begin
    ObjDTM_Walk(['103:49:1:10:7:70:54', '120:112:2:1:7:152:70:1:7:145:81',
                 '123:133:2:1:7:95:74:1:7:107:83', '129:104:2:1:7:33:95:1:7:54:108',
                 '144:98:2:1:7:69:34:1:7:61:67', '152:90:2:3:7:96:95:3:7:116:94',
                 '107:72:2:10:7:108:130:10:7:44:109'],0, 100, 5, True);
    end;
    When I hit compile, it points at that last line before end and says:
    Simba Code:
    [Error] (43:73): Invalid number of parameters at line 42
    Compiling failed.

    I followed exactly what was shown in the tut so now I don't know what to do.
    You are using the wrong function.

    To walk to a single ObjectDTM you use: ObjDTM_Walk

    To walk a path you use ObjectDTM_WalkPath

    You need to use the second one

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    Quote Originally Posted by abu_jwka View Post
    You are using the wrong function.

    To walk to a single ObjectDTM you use: ObjDTM_Walk

    To walk a path you use ObjectDTM_WalkPath

    You need to use the second one
    OMG are you serious? Well I'm gonna go do that right now!

    EDIT:
    Well call me Leonard, It WORKED! EUREKA!
    THANK YOU!
    Now I gotta go see if it ACTUALLY works
    Last edited by Recursive; 04-28-2012 at 04:34 PM.

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    Quote Originally Posted by Chig View Post
    OMG are you serious? Well I'm gonna go do that right now!

    EDIT:
    Well call me Leonard, It WORKED! EUREKA!
    THANK YOU!
    Now I gotta go see if it ACTUALLY works
    Lol no problem, it's a very easy mistake to make

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    The thing is i dont really know any other walking methods so i cant add them as back up
    So sometimes it cant find the point and stops =p

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    Quote Originally Posted by ssshhhaaa View Post
    The thing is i dont really know any other walking methods so i cant add them as back up
    So sometimes it cant find the point and stops =p
    You can still add up backup ObjectDTM's, just make them more reliable(more objects)

    Also, knowing just one walking method won't be enough. In time you will have to learn how to use more.

    Peace

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    Quote Originally Posted by abu_jwka View Post
    You can still add up backup ObjectDTM's, just make them more reliable(more objects)

    Also, knowing just one walking method won't be enough. In time you will have to learn how to use more.

    Peace
    So basically something like this.
    Simba Code:
    If ODTM walkpath then
    nothin
    else back up path?

    does this sort of thing work?
    Scripting powerlevel = [||||||||]

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    It depends if you are going to do something after walking in the same procedure, then you do that. Otherwise it would be like this:

    Simba Code:
    If (not ODTM walkpath) then
      back up path

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    I cant get this to work .. i have been trying for about 2 hours now. I make the object dtm and add the point where I want it to move but nothing happens, it just switches to rs window and then thats it .. it worked earlier for me but my character ran for 1 min, I used one dtm_walk..

    does minimap orientation matter? my compass is always set to south ..
    Last edited by Fletcher; 05-03-2012 at 08:46 PM.

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    Quote Originally Posted by fletcher18 View Post
    I cant get this to work .. i have been trying for about 2 hours now. I make the object dtm and add the point where I want it to move but nothing happens, it just switches to rs window and then thats it .. it worked earlier for me but my character kept running for like 1 min, I used one dtm_walk..

    does minimap orientation matter? my compass is always set to south ..
    Did you set the compass to south when you made the Object DTMs? Because they have to be generated with the compass north. Another issue is that the compass in-game is a bit unreliable so the include can have trouble finding an Object DTM with the compass oriented some direction other than true north.
    [10/14/13:19:03] <BenLand100> this is special relatively, just cleverly disguised with yachts

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    Quote Originally Posted by euphemism View Post
    Did you set the compass to south when you made the Object DTMs? Because they have to be generated with the compass north. Another issue is that the compass in-game is a bit unreliable so the include can have trouble finding an Object DTM with the compass oriented some direction other than true north.
    Yea, I was setting the compass to south before generating the dtms. Works great now

    Thanks for the help euphemism.

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    Quote Originally Posted by fletcher18 View Post
    Yea, I was setting the compass to south before generating the dtms. Works great now

    Thanks for the help euphemism.
    No problem. There is a reason the tool automatically sets the compass to north.
    [10/14/13:19:03] <BenLand100> this is special relatively, just cleverly disguised with yachts

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    Do you always have to start in the same spot as you make the objdtm?
    Finished B.S. Program in Radiology!!

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    Quote Originally Posted by 14578 View Post
    Do you always have to start in the same spot as you make the objdtm?
    No. Just make sure you're in the general location.

    For example, if you started you're path from the bank in Varrock, then ran it while you were in Lumbridge Axe Shop... won't work

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