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Disable rendering

Joined
Mar 2, 2015
Messages
348
I had brought this up to another client a while ago, they claimed it has lawsuit implications or something.
Very likely to be bullshit in order to reduce work for them to do.
Iirc Kosaki had used that feature in KBot, so I don't think there's much of an excuse to use.
 
Primate
Joined
Oct 30, 2014
Messages
3,475
I had brought this up to another client a while ago, they claimed it has lawsuit implications or something.
Very likely to be bullshit in order to reduce work for them to do.
Iirc Kosaki had used that feature in KBot, so I don't think there's much of an excuse to use.
As far as I can remember, RSBot (V4?) had the option too. I'm pretty sure RSBot had their lawsuit stuff in control...
 
Joined
Mar 22, 2015
Messages
75
It can't reasonably be done via reflection. You have to branch off the games rendering logic.
The rasterizer uses an int array for pixels. Maybe you could just get rid of it and the references to it?
A headless bot would be really cool.
 
Engineer
Joined
Jul 28, 2013
Messages
2,776
The rasterizer uses an int array for pixels. Maybe you could just get rid of it and the references to it?
A headless bot would be really cool.
At that point the game has already done all the projection related math which is the intensive part, pushing the data to the screen is quick.
 
Author of MaxiBots
Joined
Dec 3, 2013
Messages
6,774
At that point the game has already done all the projection related math which is the intensive part, pushing the data to the screen is quick.
You should totally find a way to do it for v2.0 :p
 
Joined
Nov 3, 2013
Messages
277
I am not sure if the same is available for RS3, but in oldschool the player class has a boolean field which can be set to false to 'hide' that player. Unfortunately, this really won't do much as it's only available for players.
 
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