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VisualRM [DEV]

Joined
Feb 14, 2020
Messages
29
Thank you man. I'll give that a go!

What banking issues are you having?



edit: That worked great for the deposit box! Thank you so much man. I was trying to input a string into the interface condition before your idea.
You made my day much better! Lol
 
UPDATE:
So using that logic does work sometimes, but i'm running into issues.
It will sometimes click the bank instead of deposit box (not that big of a deal).
But sometimes when using deposit box, it will get stuck and won't deposit/close interface.

There's something which causes the interface condition before banking to almost never return a false value.



I think by deselecting the partial name matching for Bank Deposit Box should make it always click on that instead of a banker/booth. I'm not sure I understand the problem 100% but, what I tried to do here again was check if the bank deposit box screen is open with the interface condition and if not open it. Then when it is open, another inventory condition to see if your items have been deposited. If they haven't it should deposit the whole inventory and then press the ESCAPE key.

Glad I can help in anyway! Let me know if this solves your problem though, I'm hoping I understood correctly.



Screenshot (28).png
 
Banned at user request.
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Aug 7, 2020
Messages
110
Really appreciating your help. About to try again.

I seem to be messing up my interface condition node somehow. It looks just like yours, though.

When you hover that node, do you need to insert any values into the popup options?

Also, what does the "Cache container" accomplish?
 
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Dec 23, 2015
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1,099
Don't I have a node somewhere specific for deposit boxes? I could add it If I isn't there. I'll investigate tomorrow if I have time
 
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Don't I have a node somewhere specific for deposit boxes? I could add it If I isn't there. I'll investigate tomorrow if I have time

You do and it works fine. I was being dumb!!
 
I'm using work arounds to get it to click the deposit box, and with the deposit action it's getting stuck on the deposit interface without depositing or closing screen.
 
Last edited:
Joined
Dec 22, 2018
Messages
15
There is an action node "Deposit action" with a picture of a deposit box. However, it attempts to use a regular bank/bank chest to deposit as well.
 
I'm using work arounds to get it to click the deposit box, and with the deposit action it's getting stuck on the deposit interface without depositing or closing screen.
Deposit box thing.PNG
You could try something like this, though the logic will depend on what you're doing so it might require some changes. For the 2 interface conditions in a row, the first 1 checks to see if the interface is open and the second checks to see if you have the item(s) in your inventory. The setup will be a little different if you want to deposit your whole inventory.

If you're waiting till your inventory is full then you can just replace the first inventory condition with "is full".

You'll need to enable the ESC closes interface in your key binds for this to work.
 
Last edited:
Banned at user request.
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Messages
110
@Chi Ting

How did you find the ID for the interface? In your case, 192.

Cheers!!

@Yipper123 @tyb51

Thank you all and I'm sorry but this was user error (go figure :p). I made a large bot, and I forgot that there were 2 different banking points. As I was only altering one, then that explains why it was "sometimes working".

I've changed both and added steps from Chi Ting and Yipper; everything works great now. =)
Really appreciate the help! Been trying to get this done for a few days now.
 
Joined
Dec 22, 2018
Messages
15
@Chi Ting

How did you find the ID for the interface? In your case, 192.

Cheers!!

@Yipper123 @tyb51

Thank you all and I'm sorry but this was user error (go figure :p). I made a large bot, and I forgot that there were 2 different banking points. As I was only altering one, then that explains why it was "sometimes working".

I've changed both and added steps from Chi Ting and Yipper; everything works great now. =)
Really appreciate the help! Been trying to get this done for a few days now.

Use Visual Developer to find interface containers/components. There's a YT vid there to show you how to use it as well. You just need to make sure you go through and confirm that it is in fact--that container, by checking the other information like name/type/actions. It is quite common for there to be several containers superimposed onto each other.
 
Joined
Feb 14, 2020
Messages
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@Chi Ting

How did you find the ID for the interface? In your case, 192.

Cheers!!

@Yipper123 @tyb51

Thank you all and I'm sorry but this was user error (go figure :p). I made a large bot, and I forgot that there were 2 different banking points. As I was only altering one, then that explains why it was "sometimes working".

I've changed both and added steps from Chi Ting and Yipper; everything works great now. =)
Really appreciate the help! Been trying to get this done for a few days now.




If you enable OverlayToggle and open the DevKit, go under Entities->Interface containers and it will outline in orange the different interfaces your game currently has open and from there you can see if the children/grandchildren and the interface ID number.
 
Use Visual Developer to find interface containers/components. There's a YT vid there to show you how to use it as well. You just need to make sure you go through and confirm that it is in fact--that container, by checking the other information like name/type/actions. It is quite common for there to be several containers superimposed onto each other.


Ive never used this method but it sounds like it accomplishes the same thing. Like Chi says tho make sure you have the right container by checking for actions or type because sometimes containers are layered over top of each other so you might think you have the right one because its outlined.
 
Joined
Dec 22, 2018
Messages
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Ive never used this method but it sounds like it accomplishes the same thing

Pretty much yeah. More useful if you're gathering several ICs all at once to start a bot and you don't want to try and look for them through the overlay. Just annoying that you have to end the VRM session and open a VD one so you can check. Wish it was built-in but unfortunately it's not.
 
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Messages
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If you enable OverlayToggle and open the DevKit, go under Entities->Interface containers and it will outline in orange the different interfaces your game currently has open and from there you can see if the children/grandchildren and the interface ID number.
 



Ive never used this method but it sounds like it accomplishes the same thing. Like Chi says tho make sure you have the right container by checking for actions or type because sometimes containers are layered over top of each other so you might think you have the right one because its outlined.

Pretty much yeah. More useful if you're gathering several ICs all at once to start a bot and you don't want to try and look for them through the overlay. Just annoying that you have to end the VRM session and open a VD one so you can check. Wish it was built-in but unfortunately it's not.

You're both awesome. :)

I've used Devkit and Visual developer both a little bit. Just need to get more comfortable with them!
Cheers!
 
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Pretty much yeah. More useful if you're gathering several ICs all at once to start a bot and you don't want to try and look for them through the overlay. Just annoying that you have to end the VRM session and open a VD one so you can check. Wish it was built-in but unfortunately it's not.
I've made a custom interface explorer to work better the Visual Developer. But for some reason it refuses to work on the bot store within VisualRm. . It does work In DevKit++ iirc
 
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@tyb51
Could you give me an example of how to get a boolean working? I've looked at the logic in a repository script, but i still don't understand how to know what the bot can interpret from my text.

For example, I'm trying to fill a coal bag if it's empty but I can't get anything to work.

When I make the boolean variable, how do I know what input the bot can understand?

Attached an example of something I've tried. The boolean value is set to false here.
 

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Joined
Jan 1, 2019
Messages
132
Is there a way to lock the screen rotation?

I'm using a community made bot that I really love, only issue is the bot rotates the screen quite often when it's unnecessary, and gets stuck because of it.

I have no experience using visualrm, hence me using a community made bot, but I feel like this is something I can tweak in the bot myself, just not sure exactly how to do it.

Cheers
 
LEARNER, VISUALRM USER
Joined
Jun 2, 2017
Messages
64
Is there a way to lock the screen rotation?

I'm using a community made bot that I really love, only issue is the bot rotates the screen quite often when it's unnecessary, and gets stuck because of it.

I have no experience using visualrm, hence me using a community made bot, but I feel like this is something I can tweak in the bot myself, just not sure exactly how to do it.

Cheers

Show me what bot you are using and I'll fix it for you. Hence there is no way to lock the screen rotation, but I might came into something.
 
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Bump :D

Could anyone help me get coal bag goin? <33

Could you give me an example of how to get a boolean working? I've looked at the logic in a repository script, but i still don't understand how to know what the bot can interpret from my text.

For example, I'm trying to fill a coal bag if it's empty but I can't get anything to work.

When I make the boolean variable, how do I know what input the bot can understand?

Attached an example of something I've tried. The boolean value is set to false here.
 
LEARNER, VISUALRM USER
Joined
Jun 2, 2017
Messages
64
Bump :D

Could anyone help me get coal bag goin? <33
I would love doing this, if only I've been that on a grind to have those kind of account that has those unlockables. :)
I only do wintertodt with the bot I made from VRM. :)
I also have motherload mine bot I just made. Until I have the ability to buy that coal bag, I'll see what I can do about it. :)
 
Joined
Feb 7, 2017
Messages
269
Could anyone explain how to specify a specific rock to use? I haven't used visual rm in a while but there use to be a subset of "rocks" that allowed you to select the specific ore. It seems like that is no longer the case. I've looked through this thread and it seems like the developer tool may have something to do with it, but no one really clarified how to use it or if you do have IDs where to implement them. Any help would be greatly appreciated.
 
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Could anyone explain how to specify a specific rock to use? I haven't used visual rm in a while but there use to be a subset of "rocks" that allowed you to select the specific ore. It seems like that is no longer the case. I've looked through this thread and it seems like the developer tool may have something to do with it, but no one really clarified how to use it or if you do have IDs where to implement them. Any help would be greatly appreciated.
In the game object condition and or interaction node select gameobject and hover over the input boxes to specify "rock"

(Make sure you have the popup toggle enabled in the inspector tab on the right)
 
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Messages
269
In the game object condition and or interaction node select gameobject and hover over the input boxes to specify "rock"

(Make sure you have the popup toggle enabled in the inspector tab on the right)
It was the popup toggle, brutal. I couldn't figure it out. Thanks for feedback.
 
It was the popup toggle, brutal. I couldn't figure it out. Thanks for feedback.
I thought I figured the issue out but it ended up not changing anything. I have a full bot written out except for if I have a game object condition or a interaction node there are no further options to edit anything within the input boxes. In the actual interaction itself all it allows me to do is select game object for entity type, Rocks for entity name, and Mine for action. I have tried with query popups within the inspector tab both on and off, tried it with PopUp UI on and off, I really just can't figure out what has changed because I made mining bots in the past.
 
It was the popup toggle, brutal. I couldn't figure it out. Thanks for feedback.
 

I thought I figured the issue out but it ended up not changing anything. I have a full bot written out except for if I have a game object condition or a interaction node there are no further options to edit anything within the input boxes. In the actual interaction itself all it allows me to do is select game object for entity type, Rocks for entity name, and Mine for action. I have tried with query popups within the inspector tab both on and off, tried it with PopUp UI on and off, I really just can't figure out what has changed because I made mining bots in the past.
Apologies for the continued post, I realize it's getting a bit long but I think the issue is if i hover over any dropdown menu nothing extra pops up even with the change in settings the only time I have ever recently see something extra pop up is the notification to separate by comma which I have attached a picture of below.
 

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