Thread: [Buying] Improved pathfinding / walking for Ruse

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  1. #1 [Buying] Improved pathfinding / walking for Ruse 
    Registered Member Stevenhax's Avatar
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    Fixed thanks to Arithium
     

  2. #2  
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    Bump, we would very much appreciate it if someone can help us with this.
    Thanks in advance.
     

  3. #3  
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    Looks like your walking verifies the path (or uses the pathfinding itself to find the path), and your maps aren't either loaded properly, or you don't have the same client data added to the server.
     

  4. #4  
    Registered Member Stevenhax's Avatar
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    Quote Originally Posted by Centralized View Post
    I can do this if you still need it
    How much do you want for it?

    Quote Originally Posted by Arithium View Post
    Looks like your walking verifies the path (or uses the pathfinding itself to find the path), and your maps aren't either loaded properly, or you don't have the same client data added to the server.
    The maps match, I'm sure since I dumped all of them and overwritten what I had server sided with those.
     

  5. #5  
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    There's a maximum distance you can click away from the player using the minimap & an error in the calculation if I remember correctly
    Attached imageAttached image
     

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    Code:
    if(!player.getPosition().isViewableFrom(positions[0])) {
    			invalidStep = true;
    		} else {
    			for (int i = 0; i < steps; i++) {
    				positions[i + 1] = new Position(path[i][0] + firstStepX, path[i][1] + firstStepY, player.getPosition().getZ());
    				int distance = player.getPosition().getDistance(positions[i + 1]);
    				if(distance < -22 || distance > 22) {
    					invalidStep = true;
    					break;
    				}
    			}
    		}
    Seems to me that the walking is caused by the tile not being viewable (even though it is). Replace the isViewableFrom check with this

    Code:
    if(player.getPosition().getDistance(positions[0]) > 25) {
     

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  8. #7  
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    Thanks man, worked like a charm!
     

  9. #8  
    Registered Member Stevenhax's Avatar
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    Quote Originally Posted by Arithium View Post
    Code:
    if(!player.getPosition().isViewableFrom(positions[0])) {
    			invalidStep = true;
    		} else {
    			for (int i = 0; i < steps; i++) {
    				positions[i + 1] = new Position(path[i][0] + firstStepX, path[i][1] + firstStepY, player.getPosition().getZ());
    				int distance = player.getPosition().getDistance(positions[i + 1]);
    				if(distance < -22 || distance > 22) {
    					invalidStep = true;
    					break;
    				}
    			}
    		}
    Seems to me that the walking is caused by the tile not being viewable (even though it is). Replace the isViewableFrom check with this

    Code:
    if(player.getPosition().getDistance(positions[0]) > 25) {
    Thank you so much dude, I don't know if you play OSRS but if you do PM me I'll give you a few mill
    Also face desk on my side for looking at the wrong things.
     


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