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dax

daxWalker [Open Source] [Walk Anywhere]

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On 5/8/2020 at 11:32 AM, Adventure_Time said:

Small bug I noticed with traveling on Karamja:

When traveling from Karamja --> Port sarim, Daxwalker can't handle the NPCchat unless you have completed pirate's treasure. If you haven't completed that quest, there's additional dialogue b/c you have to be 'searched' before traveling.

Happens most often because you try to travel somewhere around port sarim/rimmington and the fastest calculated method is glory--> Karamja then take boat

That has been fixed in this commit: https://github.com/itsdax/Runescape-Web-Walker-Engine/commit/6110244bce9e7d9a0528b1060b643ccd7a618e94

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Posted (edited)

Updates:
 

Server side:

  • Add Lithkren dungeon (navigation to dungeon NOT added and not planned)
  • Add Crash Site Cavern + entrance
  • Add MTA 2nd Floor
  • Fix collision for southern docks in Port Sarim
  • Fix Farming Guild "doors" between tiered areas
  • Add Seers Village upstairs of bank
  • Fix doors in Arceuus town

To-do: adding alternate tutorial island route that is being randomly assigned to new accounts

 

Engine side:

  • Fix NPCInteraction class issues with long conversations (i.e. Karamja customs officers)
  • Add members requirements to all teleports that need it

To-do: optimize Teleport.getValidStartingRSTiles to remove redundant calls. 

 

My fork for early access to new engine-side updates: https://github.com/FALSkills/Runescape-Web-Walker-Engine

Edited by FALSkills
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Posted (edited)

Daxwalker should be updated so it will avoid the aggressive tree in f2p. It will kill lower level players, and is essentially what I believe to be anti-bot.

3137,3352,0 is where it's at.
You can literally walk right past it, but you have to click on a tile on the main screen, NOT via the mini map when you are being attacked. Daxwalker currently just spam clicks on the mini map which doesn't work.
I just died to it, so I'd like Daxwalker to be changed so it will click on the map to avoid it, then go back to using the minimap. Or it should be programmed to avoid getting near it altogether.

Edited by Speaker
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Could Waterfall dungeon be mapped, was unable to navigate to the left room (did not try other locations) for safe spotting Fire Giants. It is a very common Slayer task.
(Tiles which I configured to go to): RSArea(RSTile(3324,9503,0), 6)

Next, could the Kalphite cave be mapped, also very popular as a slayer task and canon area. :) 
(Tiles which I configured to go to): RSArea(RSTile(2569,9890,0), 2)

 

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23 hours ago, lau1992 said:

Could Waterfall dungeon be mapped, was unable to navigate to the left room (did not try other locations) for safe spotting Fire Giants. It is a very common Slayer task.
(Tiles which I configured to go to): RSArea(RSTile(3324,9503,0), 6)

Next, could the Kalphite cave be mapped, also very popular as a slayer task and canon area. :) 
(Tiles which I configured to go to): RSArea(RSTile(2569,9890,0), 2)

 

I think you have your tiles swapped for those.  Kalphite Slayer Cave is definitely supported, I just generated a path there. If you are passing a random tile in an area, you are potentially going to try to walk to blocked tiles which DaxWalker will not return a path for.

Waterfall dungeon itself is mapped, however the link from the waterfall entrance to the dungeon entrance does not seem to be working properly.  I'll see if I can get it to work, but it's an edge case so it might be something Dax will be better able to figure out.

On 6/25/2020 at 4:31 PM, Speaker said:

Daxwalker should be updated so it will avoid the aggressive tree in f2p. It will kill lower level players, and is essentially what I believe to be anti-bot.

3137,3352,0 is where it's at.
You can literally walk right past it, but you have to click on a tile on the main screen, NOT via the mini map when you are being attacked. Daxwalker currently just spam clicks on the mini map which doesn't work.
I just died to it, so I'd like Daxwalker to be changed so it will click on the map to avoid it, then go back to using the minimap. Or it should be programmed to avoid getting near it altogether.

I know you are complaining about a specific script, I can't update that script.   It's not my script.  I personally handled the undead tree in my scripts using the walking condition which you are able to include as an argument.  I'll see what I can do to add a fix to the main engine- however the owner of dWalker will need to update it in order for that to mean anything to you.

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On 6/25/2020 at 4:31 PM, Speaker said:

Daxwalker should be updated so it will avoid the aggressive tree in f2p. It will kill lower level players, and is essentially what I believe to be anti-bot.

3137,3352,0 is where it's at.
You can literally walk right past it, but you have to click on a tile on the main screen, NOT via the mini map when you are being attacked. Daxwalker currently just spam clicks on the mini map which doesn't work.
I just died to it, so I'd like Daxwalker to be changed so it will click on the map to avoid it, then go back to using the minimap. Or it should be programmed to avoid getting near it altogether.

Clicking the screen instead of the minimap is not a guaranteed solution.  If the generated route from your mouse click still takes you through the tree, it will not move.  I'll investigate other options. 

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Hey FALSkills, just recently bought the DaxWalker API. For the past few days I have been having an issue with the API and it's navigation. I haven't had a problem using it before. I believe I have the latest code from the repo. The issue is occurring on my developer's computers too. If you have any questions I can pm you my discord or whatever, I'll check the forum often for your response, thanks.

Here is a Gif on Imgur of what is happening: https://imgur.com/a/d0NRBqD (May take a sec to load)

The code calling it:

image.png.6d5964db9d595cfd62386aca2e013ce8.png

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On 6/28/2020 at 6:02 AM, JamCorp said:

Hey FALSkills, just recently bought the DaxWalker API. For the past few days I have been having an issue with the API and it's navigation. I haven't had a problem using it before. I believe I have the latest code from the repo. The issue is occurring on my developer's computers too. If you have any questions I can pm you my discord or whatever, I'll check the forum often for your response, thanks.

Here is a Gif on Imgur of what is happening: https://imgur.com/a/d0NRBqD (May take a sec to load)

The code calling it:

image.png.6d5964db9d595cfd62386aca2e013ce8.png

Make sure you are on the latest version of TRiBot.  Looks like you are on an older version where Projection methods are broken.

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18 hours ago, JamCorp said:

Interesting, that fixed the issue. Any chance you could explain exactly how that happens? Also, is there an easy way of being notified that the jars are up to date? I run my jars via command line and bypass the loader.

Historically, a new thread is posted by Todd or Trilez when they release an update which includes the patch notes.  That hasn't been happening lately, I will ask Todd if he can try to. 

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13 hours ago, FALSkills said:

Historically, a new thread is posted by Todd or Trilez when they release an update which includes the patch notes.  That hasn't been happening lately, I will ask Todd if he can try to. 

If that is the case, it would be totally awesome if there was a version reported somewhere on the site, That could allow people to parse the website for the version number to check against or something. Not the ideal solution but I feel like it would help people that are trying to automate their process as much as they can.

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13 hours ago, JamCorp said:

If that is the case, it would be totally awesome if there was a version reported somewhere on the site, That could allow people to parse the website for the version number to check against or something. Not the ideal solution but I feel like it would help people that are trying to automate their process as much as they can.

I would add yourself as a follower to Todd, Trilez, and Fluffee for new threads as they would be the ones posting any major updates!

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