Welcome!

By registering with us, you'll be able to discuss, share and private message with other members of our community.

Sign up now!

Question [Solved] Path Entropy

Joined
Feb 8, 2019
Messages
2
I've got a working bot that uses WebPath to get from the Falador bank to the air altar. Problem is, the WebPath is extremely predictable and I'm afraid it'll affect the banrate of my bot. So I was going to use RegionPath, which is more variable, except RegionPath can't go from fally bank to the air altar as it exceeds the 104 tile limit.

How do I achieve a combination of traveling greater distances while also taking advantage of pathing techniques with greater entropy than WebPath?
 
Last edited:
Community Manager
Joined
Apr 7, 2015
Messages
1,394
I've got a working bot that uses WebPath to get from the Falador bank to the air altar. Problem is, the WebPath is extremely predictable and I'm afraid it'll affect the banrate of my bot. So I was going to use RegionPath, which is more variable, except RegionPath can't go from fally bank to the air altar as it exceeds the 104 tile limit.

How do I achieve a combination of traveling greater distances while also taking advantage of pathing techniques with greater entropy than WebPath?
What do you even mean with "webpath is predictable"?
Do you change up your paths while playing legit?
 
Engineer
Joined
Jul 28, 2013
Messages
2,776
Try calling WebPath.getNext(). If it returns a CoordinateVertex, build a RegionPath to it and then invoke RegionPath#step()
 
But I would like to note that WebPaths are deviated in ways that it considers to be safe, but that can't always be done without heavy calculations client side and it has to make a quick decision. Worst case scenario, even if they appear the same for your character, other characters would have some differences.
 
Top