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About Aeglen

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  1. It's great ☺️ Now when's DB4 that generates scripts for you based on voice commands reading your thoughts.
  2. I can't currently fix due to a massive lack of time (writing thesis), but i'll check it out eventually. Hope the issue doesn't persist too much.
  3. I'd imagine as long as every "transition" (creation -> TI, TI -> game) is in a similar location, or you rest the accounts for a long time, you'll probably be fine. This is my guess from what I've read, search around for more info.
  4. This is most likely an issue with your IP. It tends to happen when you make the account somewhere and then do TI somewhere else, or do TI somewhere and then start playing from another country. I'm not an expert in the matter but it's probably something like that.
  5. It's a good question, I did this and my main did not get banned even though the alts did.
  6. That's a neat solution - another thing that doesn't seem to work in TaskNode is getRandomManager() - any suggestions?
  7. If nothing else there doesn't currently exist a cabbage-picking script.
  8. else if (progress == 680) { getMagic().castSpell(Normal.HOME_TELEPORT); sleepUntil(() -> getLocalPlayer().getY()<6000, delay(20000)); } Should be fine after a bit, ~30 seconds at most
  9. Great thread, thanks for sharing! I ran my own experiment here: TLDR results: Main account is much more resilient to bot-hotspot-detection, took it 4 weeks of 12ish hour days and 6.6M smithing xp to get banned. Various noob accounts were banned sooner.
  10. My continue-tutorial-island-dialogue method (different from normal ones because annoyingly the dialogue box never goes away, so can't just test for that) was written when i was worse at this than i am now, nevertheless i added a fix for this particular overly long dialogue. Might go back and revise it entirely at some point after finishing my current project. I suspect lag in the form of "please wait" might be causing unreliability with long dialogues.
  11. It's the "walking" distance I'm interested in, not as the crow flies. Iterating through the WebNode path solves this problem well enough. However, it would still be nice to have a way to figure out whether the next step is something like Stairs or just another click on the map.
  12. I mean "main" as in main account but you probably got that, anyways to answer this question my first script extended AbstractScript and my second is extending TaskScript. I prefer the second, but the first might be good for smaller scripts.
  13. Alright, I've fixed all the talking issues and although I couldn't recreate the Community Officer issue I added some extra checks there. Should be updated whenever the admins get around to it, probably tomorrow. The bot also no longer clicks on the poll booth more times than is needed.
  14. I've seen this bug, though disregarded it since it was quite uncommon and the bot would probably get it right the next time. Does it get perpetually stuck? If so I'll fix it (the bot is definately told to pick the correct option, could well be some kind of mouse randomness thing). Thanks for using my script!
  15. Hi, I've been trying to get the walking distance/penalty between a bunch of places (outside of loaded distance, in other floors, etc) but the following method does not work: getWalking().getWebPathFinder().getMovementCost(sx, sy, ex, ey, z); It gives: [ERROR]17:21:14: Exception has occurred while running! Please report error to developer if problem persists: java.lang.NullPointerException at org.dreambot.api.methods.walking.pathfinding.impl.PathFinder.getMovementCost(PathFinder.java:195) at NWalk.execute(NWalk.java:46) at org.dreambot.api.script.impl.TaskScript.onLoop(TaskScript.java:84) at org.dreambot.api.script.AbstractScript.run(AbstractScript.java:264) at java.lang.Thread.run(Unknown Source) I also find it curious that there are 5 arguments as opposed to 6 (z could be sz and ez) and that it takes ints rather than Tiles. Is there a way to do this without presumably getting the movement paths and iterating through them? Note: (sz, sy, z) and (ex, ey, z) were valid tiles at accessible points on the map when tested. EDIT: Yeah iterating through the movement path works well enough for my purposes.
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