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Post by mrfish on Jan 25, 2018 14:47:54 GMT
Hey guys, I've been toying around with a script that I made, but I just can't seem to improve on my click speed. More specifically, starting a "touch" and ending a "touch". Basically the general idea is the script automates a game where "touching" the button begins to fill a power gauge... when the "touch" is lifted, the power gauge begins to empty.. Close to the end of the power gauge is the "sweet spot" where ideally you would release the "touch" every time. Because of the delay in "touching", it's difficult to control how far the power gauge is filled by the time the command goes through. I've tried longClick(), touchUp()/touchDown(), manualTouch(), and have fast click set to 50.0/50.0 in AnkuLua. What is the fastest method for starting and ending a "touch" in your experience? While there's a slim chance its the limitations of my computer (testing and running using NOX), there is already a program on here that was started and abandoned by a member on here that is able to achieve this much more quickly on the same device. However the project wasn't finished so I need to replicate it myself. Thanks in advance for any and all responses, fellas
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Post by Exilereven on Jan 25, 2018 15:13:41 GMT
1. Does the gauge always move the same speed when it fills up? You could have the click down and up on a timer so it always release at a certain interval.
Maybe try something like that. Depends on how it reacts really.
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Post by mrfish on Jan 25, 2018 15:37:49 GMT
I appreciate the response, exile. Unfortunately, the gauge can act unpredictably (stop moving altogether due to an event). What I've been doing to go around this is picking a single pixel and monitoring its color with getColor() in a loop to tell when the orange fill reaches the pixel. Then, passes into a "cooldown" loop monitoring the same pixel to become unfilled. I'll post the code here on my lunch break (I'm at work ) The nice thing about this is how stable the release point is (I hit the sweet spot every time), but because of the delay in calling a method every time the "touch" needs to be lifted or pressed, I don't hit that "sweet" spot many times. (about a .5s delay between hits or more). The whole point of the game is to rapidly hit the sweet spot of the gauge without going over in order to fill a second gauge. (Not worrying about the second gauge yet... If I can't get this to work, it wouldn't be worthwhile.) I tried using manualTouch() to make a move set to toss in a few more clicks by the end of the gauge, but it seems to be to erratic in it's timing. (You can't hit the end of the gauge) Like I said, I might be missing something. The abandoned trial program that I have is capable of rapidly hitting that sweet spot, but I can't use it because it's incomplete... There has to be something I'm not thinking of... But hey, that's why I enjoy coding. Never know what creative way you'll come up with to solve the problem
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