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una_maquina#1601
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IsabellaJones reacted to a post in a topic: How much do you Bench Press?
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una_maquina reacted to a post in a topic: DreamBot v3.8.2
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Bredz reacted to a post in a topic: Dealing with other players (combat script)
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brave reacted to a post in a topic: I need help with TCP sockets (Python)
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Ok nvm, I've fixed the issue myself. What I did: I added sock.recv(1024) after sock.sendall(encrypted_data) in my send data function/method. And I added sock.send(encrypt("OK")) in my receive data function after it receives all the data. Now it's synchronized and all's good.
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Basically I'm having buggy TCP sockets, and if I add a time.sleep(0.10), it magically fixes itself, BUT that's stupid. Problem: it's not synchronised, sometimes the data arrives, sometimes it doesn't and just gets lost... The code is in Python: class Main(): END_MESSAGE = "EOXEOEXOXAADSADW" def __init__(self, logging_class_instance): self.logging_class = logging_class_instance def send_data_to_client(self,socket,data,encryption_key): try: self.logging_class.log("sending data to client",self.logging_class.COLOR_DEFAULT) encrypted = AES_encrypt(data+self.END_MESSAGE,encryption_key) self.logging_class.log("sending encrypted data: "+str(encrypted)[0:400],self.logging_class.COLOR_DEFAULT) socket.sendall(encrypted) self.logging_class.log("done sending",self.logging_class.COLOR_GREEN) return True except Exception as e: self.logging_class.log("encountered an error while sending data: "+str(e),self.logging_class.COLOR_RED) return False def receive_data_from_client(self,socket,encryption_key): data = b'' while True: chunk = socket.recv(10240) if not chunk: raise ValueError("Couldn't receive data, socket disconnected") self.logging_class.log("received encrypted data: "+str(chunk),self.logging_class.COLOR_DEFAULT) decrypted_chunk = AES_decrypt(chunk,encryption_key) data += decrypted_chunk if self.END_MESSAGE in decrypted_chunk.decode(): data = data[:-len(self.END_MESSAGE)] break length = len(data) self.logging_class.log("decrypted data: "+str(data)[0:400],self.logging_class.COLOR_DEFAULT) return data Maybe you could recommend me some higher-level networking frameworks or something... (I tried Twisted already, but same thing happens). I also tried using select library, but the same thing happens. How could I know when the client is listening for data -- AND only then send it to the client? And vice-versa? How to make sure data is 10000% transferred and received? It should be like this: But this is what tends to happen: Sometimes no data arrives at all!
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Learn Python Object Orientated Programming, that's basically all you need to be proficient at Python I think. And then you'll be good to go, and yea, for sure, Python is a superb language to know
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una_maquina reacted to a post in a topic: DreamBot v3.6.9
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una_maquina reacted to a post in a topic: DreamBot v3.6.5
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una_maquina reacted to a post in a topic: MethodProvider#log Listener? Is it possible?
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Oh yeaah, I should've done that from the beginning so I could have options down the line; thanks for the idea, I'll see if I can replace everything with one click or something I basically have a lot of printing to console to see what's going on and so I could debug easier -- using MethodProvider#log method. Anyways, Hashtag gave me a great idea, I'll need to refactor my code now a bit
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una_maquina reacted to a post in a topic: MethodProvider#log Listener? Is it possible?
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una_maquina reacted to a post in a topic: MethodProvider#log Listener? Is it possible?
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Looks like it wasn't your time to go and you kicked cancer up in the nuts, rock on muchacho
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una_maquina reacted to a post in a topic: I beat cancer
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Hi, I wanna intercept all the log messages from MethodProvider.log("message"); is there any listener I can use or something? Basically whenever I call MethodProvider.log("something") in a function, I want to also catch that message and give it to my onPaint() method. In essence, I don't want to hardcode and just want to use the data from MethodProvider.log to print it out with onPaint()... if that makes any sense
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una_maquina reacted to a post in a topic: DreamBot v3.6.4
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una_maquina reacted to a post in a topic: Hey Everyone
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Always nice to see a fellow dev, welcome to the community and may you crush all your goals!
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This is a prototype acc, I'll be having 70+ melee stat accounts in the future, but if you're interested in this acc, lemme know in PM or add me on discord: una_maquina#1601 Info * Trained on an European IP * Has email registered, which you'll be given full access to with the account ( won't even need to change the password, because I'll never temper with the account once sold, ever ) * No bans * Has like 300k worth of stuff in the bank
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Oh yaa, always glad to see new updates to the API
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una_maquina reacted to a post in a topic: DreamBot v3.6.3
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Yes, since Dreambot supports Linux OSes, however, with the given hardware capabilities Pi has, idk if you'll be able to bot properly, since you need CPU and ram power.
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How to get quest's playersettings info without starting them?
una_maquina replied to una_maquina's topic in Support
Wow, this is huge, thank you! -
Hey, so I've been having this question for a long time: when doing quests, I have to have multiple accounts to learn about playersettings, is it possible to somehow look at the playersettings, maybe there's a database or something? For example I wanna script waterfall quest; do I need to use the game explorer over multiple accounts and figure out the playersettings or could I just look it up somewhere? Thanks!
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Just tried putting it in, says the method is undefined Looks like I need to define RandomManager object, but then again, what the heck are those two parameters it needs? Thread and AbstractScript
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You can do an animation check, if(Client.getLocalPlayer().isAnimating()){} after it attacks the cow> then sleepUntil the cow is dead; otherwise just try to find another target using your filter, if that makes sense. I would go about doing this like this: NPC cow = NPCs.closest(c -> c != null && c.getName().contains(target) && !c.isHealthBarVisible() && !c.isInCombat() && c.getInteractingCharacter() == null && !c.isInteractedWith()); if(cow != null){ if(cow.interact()){ methodProvider.sleepUntil(()-> Client.getLocalPlayer().isAnimating(),Calculations.random(5000,7000)); if(Client.getLocalPlayer().isAnimating()){ // logic goes here; if the player isn't animating, it'll find another suitable target basically } } } MethodProvider.sleep(Calculations.random(200,400)); And you can take it step further by sleeping until the player stops moving, and then see if they're animating or not
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Hey, I wanna basically stop autologin solver and then re-enable it again after condition is met; but I'm having "you can't run non-static on static" error. So usually when this happens, I just initiate a class object: RandomManager rm = new RandomManager(); But it asks for Thread and Abstract script inputs, and that's what I don't get -- what are those? I tried putting in: RandomManager rm = new RandomManager(null, null); But then it doesn't work when I do rm.disableSolver(RandomEvent.LOGIN); it doesn't disable the solver.