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Chambahs Guest
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Posted: Sun Apr 03, 2005 7:28 pm Post subject: Attention all ASSS Coders! |
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i had a thought of remaking merv plugins that are on catid's site into ASSS modules, i brought the idea up to smong, but we really didnt elaborate on it, i think if we convert some of the plugins to modules, the asss community will most likely grow, i, myself am not a great coder but i CAN do little things, brought it up to Brain, he said no, so im asking if anyone would like to help the newbs and the asss server to grow and expand...grel cant do it all ya know... well um just post here if you want in or your suggestions ect. Smong has done some modules already that take place of the mervbot plugins, bounty rabbit (a bit glitchy), afk, and im too tired to think of anymore so post up guys |
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Purge Episode I > Eposide III Jar-Jar is kool

Age:35 Gender: Joined: Sep 08 2004 Posts: 2019 Offline
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Posted: Sun Apr 03, 2005 7:36 pm Post subject: |
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Maybe you really didn't come up with this idea since I told you that I, part from learning C, will attempt to convert some MERV plugins into asss modules. But, whatever, doesn't really matter to me. |
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Chambahs Guest
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Posted: Sun Apr 03, 2005 7:44 pm Post subject: |
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first off, lets not play a childish game of who thought of the idea first, second off, i talked to smong about this wayyy before LW was even up, kthx |
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Bak ?ls -s 0 in

Age:26 Gender: Joined: Jun 11 2004 Posts: 1826 Location: USA Offline
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Posted: Sun Apr 03, 2005 8:09 pm Post subject: |
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A better idea would be to make a single module that uses the .dll plugin made for mervbot and interacts with it to produce the same output as a bot would produce... rather than recoding all of them _________________ SubSpace Discretion: A Third Generation SubSpace Client |
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i88gerbils Oldbie Server Help

Gender: Joined: Dec 13 2002 Posts: 423 Location: OH Offline
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Posted: Sun Apr 03, 2005 10:11 pm Post subject: |
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Where would the fun be in that!?
p.s.: anyone want my silly and poorly written zombie code? _________________ Oldbie Server Help |
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Mine GO BOOM Hunch Hunch What What

Age:42 Gender: Joined: Aug 01 2002 Posts: 3615 Location: Las Vegas Offline
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Posted: Sun Apr 03, 2005 10:37 pm Post subject: |
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Bak wrote: | A better idea would be to make a single module that uses the .dll plugin made for mervbot and interacts with it to produce the same output as a bot would produce... rather than recoding all of them |
Its not actually that hard to do. I made it so my CEBot would support Ekted's bots, but he didn't like that. Then again, I never released my bot core, so doesn't matter. |
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Mr Ekted Movie Geek

Gender: Joined: Feb 09 2004 Posts: 1379 Offline
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Posted: Mon Apr 04, 2005 1:56 am Post subject: |
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Only cuz your copy of Powerbot was stolen. _________________ 4,691 irradiated haggis! |
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Maverick

Age:41 Gender: Joined: Feb 26 2005 Posts: 1521 Location: The Netherlands Offline
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Posted: Mon Apr 04, 2005 3:57 am Post subject: |
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Bak wrote: | A better idea would be to make a single module that uses the .dll plugin made for mervbot and interacts with it to produce the same output as a bot would produce... rather than recoding all of them |
yes that would be much better and much more usefull. That way the Mervbot developers can easily switch over. _________________
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Chambahs Guest
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Posted: Mon Apr 04, 2005 9:36 am Post subject: |
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oh...well....im not doing it lol, im still not that great at coding...bleh |
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Smong Server Help Squatter

Joined: 1043048991 Posts: 0x91E Offline
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Posted: Mon Apr 04, 2005 7:43 pm Post subject: |
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I think a mervbot interface would have to have some kind of reference file (assuming the core function offsets change when a new dll version is released) so it can scan the plugin and create a virtual module from what it finds. Moving flags for example aren't supposed to be done with fake players. And some plugins don't need an actual 'player' to operate, rampage for instance. It would probably be like writing wine for asss/merv instead of linux/windows. |
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