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daxWalker [Open Source] [Walk Anywhere]


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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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Source over at GitHub   Example:   Debug Paint:   Api-Access How to use Api-Key WebWalkerServerApi.getInstance().setDaxCredentialsProvider(n

give me my refund

Update pushed. Downtime was roughly 1 minute.

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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On 8/2/2020 at 11:34 AM, vipcredits said:

Any way to add pathing and lever usage into the KBD layer? 

I'll look at adding it sometime soon.

On 8/14/2020 at 2:12 PM, machoflops said:

Bug where sometimes when walking from draynor to varrock by going through the woods next to draynor manor, it will get completely stuck on the trees that attack you and not move and just die

Added static cost to all Undead tree tiles so that tiles surrounding the undead tree cost 3x as much to walk, therefore daxwalker should avoid them.  I don't plan on adding any additional fixes, as this really should be handled using a walking condition.

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Added entirety of Prifddinas, including:

  • Zalcano
  • The Gauntlet
  • Iorwerth Dungeon
  • Trahaearn Mine
  • and full support for the city's teleport system

Please be sure to grab the latest walker engine update, namely the actions "Channel" and "Teleport" for the PathObjectHandler so that it can handle the Prifddinas teleporters.

Prifddinas update should hopefully be live within 24 hours.  Check the daxwalker functionality between two points on explv.github.io to see if an area is currently mapped.  If it is not mapped, it will say "Unmapped region".  Be sure to pick tiles that are actually walkable.

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DaxWalker does not seem to support the slayer-only area in the Brimhaven dungeon, where the iron/steel drags are located. I tried routing to there from Glory-->Karamja, script attempts to walk into the northern sea.

 

No issues with routing to the area right next to the slayer-only area, where the other dragons are.

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1 hour ago, Snowbear said:

DaxWalker does not seem to support the slayer-only area in the Brimhaven dungeon, where the iron/steel drags are located. I tried routing to there from Glory-->Karamja, script attempts to walk into the northern sea.

 

No issues with routing to the area right next to the slayer-only area, where the other dragons are.

The script "walking into the northern sea" issue has nothing to do with DaxWalker, if an area is not mapped and a request is sent to that area, it will return NO_PATH and should not walk anywhere.  The scripter probably has a failsafe to try to use TRiBot's built-in webwalker instead.  I can confirm that the area is most likely not mapped though, and I will try to include it in the next release.

edit: it has been mapped now and will be available in the next release, pending deployment from dax.

Edited by FALSkills
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Updates pushed to server today:

  • Fix collision north of Taverly
  • Add Fishing Guild skill checks
  • Update collision north of Falador
  • Fix Dramen staff equipment check when checking for access to Zanaris
  • Recognize account can use Keldagrim to Grand Exchange if Giant Dwarf is started instead of finished.
  • Add Brimhaven dungeon slayer area
  • Add entirety of Darkmeyer ground floor
  • Fix Mining Guild collision
  • Add new wilderness slayer dungeon
  • Remap Revenant caves
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      I'd like to thank everyone for their patience in this transition period. Since last week, we've worked out the remaining bugs with this integration.

      Some users have still been having issues with connecting their forums account to their Auth0 account. To resolve this, we've imported all forums accounts into Auth0.

      Unfortunately, the accounts which were imported today were using an unsupported password hashing algorithm. Hence, random passwords were set during the import.

      What does this mean for me?

      If you've previously linked your forums account to your Auth0 account, you don't have to do anything. Nothing changes for you.


      If you haven't logged in via our new login yet,

      Try logging in with your forums email address and the last password you used


      If you are unable to login, please use the "Forgot password" tool on the login page:
      Follow the instructions to reset your password
       
        • thonking
        • Like
      • 17 replies
    • Hello everyone,

      Last week we tried to roll out Auth0 Login, but we lost that battle. Now it's time to win the war!

      Important changes

      When logging into the client, you'll now have to enter your Auth0 account credentials instead of your forums credentials

      Note: 2FA is still handled through your forums account (for the time being)



      Changes for existing users

      You'll have to link your Auth0 account to your forums account here: https://tribot.org/forums/settings/login/?service=11


      Auth0 accounts have been created for most existing users. Please use your forums email address and password to login.



      Important notes

      Make sure to verify your email address upon creating a new Auth0 account


      When we mention your Auth0 account, we mean your account used for auth.tribot.org as displayed below
      • 81 replies
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