magine // User Search

magine // User Search

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Magsbot classes in exchange for script help?

Oct 3, 2001, 6:08am
Try this in Magsbot (immediate mode F5) to open a mySQL database. Substitute
your own appropriate values for username, password and database name, of course.
I have no idea if it will work, but it should in theory. :) Do please let me
know!

DBACTIVE 0;
DBPROVIDER "";
$svr="db1.database.com";
at p=3306;
at opt=131072;
$db="mydb";
$u="myUsername";
$pw="myPassword";
DBCONNECT
$fmt["Driver={mySQL};Server=%s;Port=%s;Option=%s;Stmt=;Database=%s;Uid=%s;Pwd=%s;",$svr, at p, at opt,$db,$u,$pw];

DBSQL "";
DBACTIVE 1

-Magine, sleepless in Michigan

[View Quote] > I like the bot very much, and here's a suggestion for a future version:
> MySQL support! I tryed it, but it didn't work :-(( to have MySQL would be
> great, as it's very fast and easy to integrate with web applications, so you
> could have the bot interact with webpages...
>
> KAH
>
[View Quote]

Magsbot 3.0 with AWB 3.3 features!

Jun 3, 2002, 9:54pm
Hi!

There are a lot of new things in Magsbot 3.0 beta, including support for
AWB 3.3 with global mode (bot can detect chat and movement anywhere in a
world), color world announcements ("console messages"), and basic
terrain query and build.

More elaborate terrain features will be added shortly, but right now you
can save a terrain page to a file and recreate it, or just set terrain
cells individually using the bot. Write your own terrain handling
routines!

Also in recent releases of Magsbot I've added button categories, to let
you keep better track of all those custom buttons that you make or the
samples I include. :) You can also cut and paste buttons to make
sorting them into the category tabs easy.

Magsbot's Behavior Table, as always, lets you control the bot's response
to any world events, and I've made some internal changes recently to
improve response time.

You can download Magsbot at http://www.turtleflight.com/magine/mb.html
and see a list of new features at
http://www.turtleflight.com/mbh/mh_30features.htm.

Let me know what you think! :)

-Magine

bot click detection bug?

Oct 17, 2002, 6:52pm
I'm finding that bots are having a hard time detecting clicks on objects

lately. It seems to be a problem when running an instance in global
mode, detecting clicks that are in areas far from the bot. Sometimes the

bot will receive an OBJECT_CLICK event, and sometimes not. I've been
using the beta SDK (build 27), but I also tested with the previous
version (build 24) and had the same problem. However, the problem only
began in the last month or two. Could it be a glitch in with the new
world server (rather than the SDK)?

-Magine

AW SDK build 37, Magsbot 5.2 beta

Apr 3, 2004, 9:11am
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Why wait? Experience all the new SDK bugs now! :D

Magsbot 5.2 beta <http://www.turtleflight.com/DL/mb52b.zip>.

Magsbot "What's New?" <http://www.turtleflight.com/mbh/mh_new.htm>

If you're programming a bot yourself in Delphi, the AWAPI header for
build 37, ported to Object Pascal, is here
<http://www.turtleflight.com/DL/mAWAPI37.pas>.

-Magine, up all night!

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<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
<html>
<head>
<meta http-equiv="Content-Type" content="text/html;charset=ISO-8859-1">
<title></title>
</head>
<body text="#000000" bgcolor="#ffffff">
Why wait? Experience all the new SDK bugs now! :D&nbsp; <br>
<br>
<a href="http://www.turtleflight.com/DL/mb52b.zip">Magsbot 5.2 beta</a>.<br>
<br>
<a href="http://www.turtleflight.com/mbh/mh_new.htm">Magsbot "What's
New?"</a><br>
<br>
If you're programming a bot yourself in Delphi, the AWAPI header for
build 37, ported to Object Pascal, is <a
href="http://www.turtleflight.com/DL/mAWAPI37.pas">here</a>. <br>
<br>
-Magine, up all night!<br>
</body>
</html>

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bot grams

Apr 3, 2004, 11:50pm
Anyone get bot grams working? I get a "not logged in" error, I assume
that means the recipient is not logged in...except I test it with my own
ID, and I certainly do have bots logged in.

Magsbot plug-ins

Oct 3, 2004, 6:26pm
If you're a Delphi programmer, you can now write plug-ins for Magsbot to
add your own functions and commands. (This is in addtion to the macros
and custom buttons you could already create.) See
http://www.turtleflight.com/mbh/mh_plugins.htm for more information.

Note this is an alpha version, but I'm anxious to let people take a look
at it. :)

-Magine

scavenger hunt bot script

Apr 17, 2001, 6:40pm
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Hi,

Instructions and sample scripts for running a bot-moderated scavenger
hunt game are now available on my web site. Players search the world(s)
for scavenger hunt items to return to the bot, who keeps track of the
score, and comments when players find an item. The script from the
A'tuin2 Halloween Scavenger Hunt from last October is included as an
example. Take a look at let me know (email not telegram, please!) how
you like it! :)

-Magine


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<!doctype html public "-//w3c//dtd html 4.0 transitional//en">
<html>
Hi,
<p>Instructions and sample scripts for running a bot-moderated scavenger
hunt game are now available on my <a href="http://www.pipeline.com/~magine">web
site</a>.&nbsp; Players search the world(s) for scavenger hunt items to
return to the bot, who keeps track of the score, and comments when players
find an item.&nbsp; The script from the A'tuin2 Halloween Scavenger Hunt
from last October is included as an example. Take a look at let me know
(email not telegram, please!) how you like it! :)
<p>-<a href="mailto:magine at pipeline.com">Magine</a>
<br>&nbsp;</html>

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Callback Timings?

Jul 4, 2005, 3:32pm
I would think not, since it would depend on how long each called
function takes to finish.

[View Quote]

New World - Now Hiring Lead Programmer(s)!

Nov 9, 2005, 10:55pm
[View Quote] >
> We just hired a local coder (in the SF Bay Area) who will be working for
> us for $10.00/hour, ca$h money.
>
> The free market is a WONDERFUL thing ... for everyone. :)
>
*Visualizes a guy in rags standing on a street corner holding a sign:
WILL CODE FOR FOOD*

propdump version 3

Feb 27, 2006, 5:44pm
Is there any difference between propdump version 3 and version 2, other
than that the carriage return + linefeed is replaced by ASCII 128+127 in
version 3 instead of 10+127 as in version 2?

Thanks,
Magine

aw_object_add with special objects?

Apr 18, 2006, 12:43pm
I assume that to create a special object (PE, mover, zone, camera) you
would still use aw_object_add, but you would also set AW_OBJECT_TYPE and
call the appropriate function, aw_object_particles_set,
aw_object_mover_set, aw_object_zone_set or aw_object_camera_set,
beforehand? (Well, except for aw_object_camera_set, which doesn't seem
to actually be in the latest aw.dll). I'm doing that, but getting a
"invalid object type" error message. I assume you must use aw_int_set to
set AW_OBJECT_TYPE, no?

aw_object_add with special objects?

Apr 22, 2006, 4:34pm
[View Quote] >I seem to remember setting AW_OBJECT_TYPE after setting the structures.
>
>
>
I did too. Did you get it working?

click on, click off

May 9, 2006, 8:20pm
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Well this is really strange. Just when I thought I had figured out the
problem with not receiving objectadd and objectdelete events in BotTest1
(I needed to do a local survey first, or else use a global bot), now
suddenly the bot can't detect object clicks at all, or object
selection...which it was doing just fine earlier today, and nothing has
changed in the bot.

But even stranger, if I create a new object, the bot will detect that
objectadd, and then afterward, the bot will can detect clicks and
selection and deletion on the new object only. So, clicks on objects
created earlier generate no event; but clicks on objects created more
recently, are detected. Even if the bots leaves the world and I restart
the bot program entirely, it will still detect clicks on the
recently-created objects when it is restarted and returns to the world,
but not on the objects created earlier. All of the objects, new and old,
were created by the same citizen (me). Doing a survey, local or
worldwide, or using a global bot instance, doesn't affect these results any.

Another anomaly I noticed: earlier today, when the bot entered the
world, it would receive AW_ENTITY_ADD events for each mover in the world
that was already there. Now it no longer does that. Perhaps all objects
created earlier have become invisible to the SDK for some reason? Yet
the AWB has no problem.

Other kinds of events like avatar add/delete or avatar click, etc. are
still working properly.

Something with the BotTest1 server maybe?


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<head>
<meta content="text/html;charset=ISO-8859-1" http-equiv="Content-Type">
<title></title>
</head>
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Well this is really strange. Just when I thought I had figured out the
problem with not receiving objectadd and objectdelete events in
BotTest1 (I needed to do a local survey first, or else use a global
bot), now suddenly the bot can't detect object clicks at all, or object
selection...which it was doing just fine earlier today, and nothing has
changed in the bot.<br>
<br>
But even stranger, if I create a new object, the bot <i>will</i>
detect that objectadd, and then afterward, the bot will can detect
clicks and selection and deletion on the new object only. So, clicks on
objects created earlier generate no event; but clicks on objects
created more recently, are detected.&nbsp; Even if the bots leaves the world
and I restart the bot program entirely, it will still detect clicks on
the recently-created objects when it is restarted and returns to the
world, but not on the objects created earlier. All of the objects, new
and old, were created by the same citizen (me). Doing a survey, local
or worldwide, or using a global bot instance, doesn't affect these
results any.<br>
<br>
Another anomaly I noticed: earlier today, when the bot entered the
world, it would receive AW_ENTITY_ADD events for each mover in the
world that was already there. Now it no longer does that.&nbsp; Perhaps all
objects created earlier have become invisible to the SDK for some
reason?&nbsp; Yet the AWB has no problem.<br>
<br>
Other kinds of events like avatar add/delete or avatar click, etc. are
still working properly.<br>
<br>
Something with the BotTest1 server maybe?<br>
<br>
</body>
</html>

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not yet!

May 10, 2006, 4:16pm
What is error 401 (RC_NOT_YET) all about? It happens constantly when my
4.1 Magsbot tries to do state changes in rapid succession, for example
while following someone. I assume it indicates that the server isn't
ready for another state change message, but that didn't used to cause an
error.

Survey

May 31, 2006, 7:54pm
[View Quote] >1) What programming language do you program bots in?
>
>
Delphi (currently Delphi 7).

>2) What do you prefer to program in (in case they aren't they same answer)?
>
>
Delphi!

>3) Why do you prefer to program bots in the language of your choice?
> List pros and cons please!
>
>
You can create a nice GUI much more quickly and easily in Delphi than in
Visual Studio (at least the pre-.NET version of VS; I haven't used .NET
yet), but the language (Object Pascal) has the same power (classes,
inheritance, etc. all that good stuff) as C++. If you still use the
Windows API functions Delphi. I haven't done so personally, but it is
possible to compile for Linux also. Delphi 2005 and up support C++ and
C# as well as Object Pascal, if you prefer those languages, and there is
a .NET version if you dearly need to become a Slave of Bill. :D

As a long-time C programmer, before I was forced to use Delphi on a job
6 years ago, I too scoffed at it, believing the programmer prejudice
that said Delphi was a light-weight IDE suitable only for database work.
It definitely is not!

No, I'm not getting any kickback from Borland. :D

You can get a Delphi version of the AW SDK build 59 aw.h at
http://www.turtleflight.com/DL/mAWAPI.pas.

Of course, there's also Magsbot, it has a simple programming language
all its own. ;)

aw_object_data_mover

Jun 1, 2006, 5:53am
Has anyone been able to create movers using a bot? I have managed to
create PEs and zones, and I can even create movers from a previously
performed survey (using the data exactly as received); but when I try to
create a new mover from scratch, it seems like the fields of the struct
are messed up. In other worlds, the order of the fields in the data are
not actually as they are shown in the struct as defined in aw.h.

The struct-filling functions (like aw_object_mover_set) don't seem to
work at all. To get the PE's and zones, I had to allocate and fill the
structs myself. When I do this with movers however, the mover that gets
created has the values in the wrong fields when examined in the world.
It could be my mistake, but since I managed okay with PEs and zones, I'm
thinking not.

Creating cameras using a bot is probably working also, but cameras are
kind of boring so I have really tested them extensively yet. :D

aw_object_data_mover

Jun 1, 2006, 5:05pm
Thanks, I'll try the macro functions again then.

[View Quote] > Hi Magine,
>
> Using the latest version of the SDK for 4.1, I haven't had any issues
> creating objects with the macro functions. I did at first, but then I
> realized I wasn't setting the object type properly before I called
> object add.
>
> Also for the movers, are you setting the model after you fill the
> structure? Movers, unlike the other V4 objects still rely on the
> model field for V3 objects to work.
>
[View Quote]

aw_object_data_mover

Jun 2, 2006, 9:31am
I tried the macro function for filling the mover, now I get an "invalid
object type" message as before.

Did you create a mover, specifically, with the macro functions? Or at
all? Please tell me if so, because if it's working for you then I must
be doing something wrong. However, I can create PEs, zones and cameras
and they all come out fine, but with movers all the properties in the
mover that is created seem scrambled up (values missing or in the wrong
fields). Yes, I set the model name, object type, etc. The model name is
one of the few things that comes out right in the created mover. The
flags come out alright too. But the values I put for locked_pos_y,
locked_pos_z and locked_pos_yaw appear in the three locked offset fields
instead; the locked_pos_pitch shows up in locked yaw, and locked pitch
has some odd value that I didn't put in (probably it's taken from some
bytes within another field or fields). The name comes out wrong (first
two letters of the name+the seq name+first two letters of the script
name) and the seq file field gets the script field string but with the
first and last letters truncated. The sound field has nothing in it.

I really have the feeling that the struct definition in aw.h is not the
same as what the AWB and server are using...


[View Quote] > Thanks, I'll try the macro functions again then.
>
[View Quote]

Delphi port of aw.h

Jun 3, 2006, 1:40am
Anyone looking for a port of the build 60 SDK header file to Delphi, can
get it at http://www.turtleflight.com/DL/mAWAPI.pas.

-Magine

Object events

Jun 15, 2006, 12:00am
[View Quote] [View Quote]
Also the object ID doesn't change each time the object is moved or
changed in the AWB, the way the object number does, which is very nice.

As for AW_OBJECT_SYNC, you have to do aw_int_set(AW_OBJECT_SYNC,1)
before calling aw_object_click() if you want the effects to be seen
globally. I have no idea why. :D

You will notice that the various data structs are set up to have a
variable size block at the end for string data. In theory, you use the
aw_object_*_set functions to create the struct, but in practice, that
hasn't worked for me. I had to fill the struct manually to get it to
work...and even that hasn't worked for movers: when I created those, the
properties were scrambled up in the wrong fields. I wonder if the
struct defined for movers in aw.h isn't really what's being used
internally at present?

aw_attributes_send

Jun 11, 2006, 7:02pm
How is this supposed to be used? I'd like to be able to set flying privs
according to individuals. When I tried to do this:

aw_int_set(AW_WORLD_ALLOW_FLYING,1);
aw_attributes_send(mysession);

....I assumed that all the attributes that I didn't explictly set would
be taken from the current set of attributes, so that only
AW_WORLD_ALLOW_FLYING would change. But in fact ALL of the attributes
were reset for me, leaving me with avatar 0 in a world of circle-slash
objects...

dead bots do tell tales

Jun 15, 2006, 12:05am
I've found that in 4.1 SDK build 60, after calling aw_destroy, I can
still select the presumably nonexistant instance using aw_instance_set,
without getting an error. (This kind of broke a function in Magsbot that
expected to get an error if the instance had been destroyed. I fixed the
problem as far as I'm concerned by doing some things differently, but
it seems strange anyway.)

SDK Developers : Pissed Off

Jun 18, 2006, 6:18am
[View Quote] >I kind of think it's stupid to have that licence file.. Many 4.1 bots like
>Magine's have SDK errors because of that licence file.. I can't get them to
>create instances or login anymore.
>
>
You need to put a copy of the license file in the folder where the data
files are, if that is different from the folder where MBot.exe is.

[953] delete object using object id

Aug 13, 2006, 4:37pm
It doesn't appear possible to delete an object using the object id. I do:

// iObjectID, iObjectZ, iObjectX are set to the previously created
object's ID and coordinates.

aw_int_set(AW_OBJECT_NUMBER, 0);
aw_int_set(AW_OBJECT_ID, iObjectID);
aw_int_set(AW_OBJECT_Z, iObjectZ);
aw_int_set(AW_OBJECT_X, iObjectX);
aw_object_delete();

....but the object doesn't get deleted. Sometimes aw_object_delete
returns "no such object" and sometimes it returns successful (0) but the
object doesn't disappear. Sometimes the wrong object disappears.

There's no problem if I use object number instead of ID.

Yes, I am getting the new object id and not the object number when I
create the object with object number set to 0. The aw_object_change
function works ok using the object id instead of the object number.

[953] delete object using object id

Aug 15, 2006, 12:22am
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I guess you mean one of the other game bot programmers? :) Right,
object id doesn't change when an object is moved or edited, so it would
be more reliable to use when controlling objects in a game or anything
else where you want to control objects that might get moved.

I know you can delete things using object number, but you should be able
to use object id also. Theoretically you can (according to Chris), but
it's just not working for some reason, or not working for me anyway. It
is true that with object id you don't need to know the object location,
so that part of my code was unnecessary.



[View Quote] >My understanding is that AW_OBJECT_NUMBER is used to uniquely identify
>an object within a cell address (AW_OBJECT_X, AW_OBJECT_Z). You should
>use AW_OBJECT_NUMBER to delete, and I think it will work for you, if
>you have the X, Z cell address correct.
>
>I believe AW_OBJECT_ID is intended to be used to uniquely identify an
>object in the entire world, and that it does not change if the object
>is edited. This is used primarily by game bots that track object
>ownership. Perhaps also used for the tourist guard bots. For a game
>bot, I think it is much simpler to use AW_OBJECT_ID, than trying to
>track the OBJECT_NUMBERS, which can change, and are tied to cell
>addresses.
>
>Perhaps one of the game bot programmers can clarify.
>
>-cotarr
>
>On 13 Aug 2006 14:37:38 -0400, "Magine" <magine at turtleflight.com>
[View Quote]
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I guess you mean one of the <i>other</i> game bot programmers? :)&nbsp;
Right, object id doesn't change when an object is moved or edited, so
it would be more reliable to use when controlling objects in a game or
anything else where you want to control objects that might get moved.<br>
<br>
I know you can delete things using object number, but you should be
able to use object id also. Theoretically you can (according to Chris),
but it's just not working for some reason, or not working for me
anyway. It is true that with object id you don't need to know the
object location, so that part of my code was unnecessary.<br>
<br>
<br>
<br>
[View Quote] I believe AW_OBJECT_ID is intended to be used to uniquely identify an
object in the entire world, and that it does not change if the object
is edited. This is used primarily by game bots that track object
ownership. Perhaps also used for the tourist guard bots. For a game
bot, I think it is much simpler to use AW_OBJECT_ID, than trying to
track the OBJECT_NUMBERS, which can change, and are tied to cell
addresses.

Perhaps one of the game bot programmers can clarify.

-cotarr

On 13 Aug 2006 14:37:38 -0400, "Magine" <a class="moz-txt-link-rfc2396E" href="mailto:magine at turtleflight.com">&lt;magine at turtleflight.com&gt;</a>
[View Quote] </pre>
<blockquote type="cite">
<pre wrap="">It doesn't appear possible to delete an object using the object id. I do:

// iObjectID, iObjectZ, iObjectX are set to the previously created
object's ID and coordinates.

aw_int_set(AW_OBJECT_NUMBER, 0);
aw_int_set(AW_OBJECT_ID, iObjectID);
aw_int_set(AW_OBJECT_Z, iObjectZ);
aw_int_set(AW_OBJECT_X, iObjectX);
aw_object_delete();

....but the object doesn't get deleted. Sometimes aw_object_delete
returns "no such object" and sometimes it returns successful (0) but the
object doesn't disappear. Sometimes the wrong object disappears.

There's no problem if I use object number instead of ID.

Yes, I am getting the new object id and not the object number when I
create the object with object number set to 0. The aw_object_change
function works ok using the object id instead of the object number.
</pre>
</blockquote>
</blockquote>
<br>
</body>
</html>

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Magsbot 2.0 beta available

Aug 7, 2001, 11:25pm
<!doctype html public "-//w3c//dtd html 4.0 transitional//en">
<html>
Hi,
<p>It's faster, has a new Survey dialog, improved error messages, cut-and-paste
abilities added to the Behavior Table, revised heirarchical menus, a command
for simulated multi-threading and now that I've finished redesigning the
internal workings of the program, I will be able to start adding other
improvements more frequently. Take a look at the new Mags on my new web
page at&nbsp; <a href="http://www.turtleflight.com/magine/mb.html">http://www.turtleflight.com/magine/mb.html.</a>
<p>Oh yeah, you can now enter coordinates in AW Browser-style, for those
of you who have problems dividing by 1000 and remembering that South and
East are negative. :D
<p>And as ever, Magsbot is the most versatile bot around, suitable for
nearly any kind of bot project. :)
<p>-Magine
<p>PS
<br><i>Technical details I'm sure you're eager to know about: </i>The main
change in Magsbot 2.0 is internal, and should result in improved speed
in expression evaluation. What's that mean?? Expressions are those strings
like " at atr[my_z] * at pi - 360" that you use as arguments to Magsbot commands
or functions. Previously they were stored as strings, which meant that
they had to be parsed again everytime they were referenced, even within
a loop, which really slowed things down. In 2.0, expressions are "packed"
into data structures when the user enters them, so when they are evaluated
at run-time, Magsbot only has to do the math, not the parsing all over
again. With this change you could say that Magsbot is not really a script-bot
but actually a bot program interpreter. I know you're just as excited about
this as I am. :P
<br>&nbsp;
<br>&nbsp;</html>

Magsbot 2.1 beta - database functionality

Sep 26, 2001, 4:24am
<!doctype html public "-//w3c//dtd html 4.0 transitional//en">
<html>
Magsbot 2.1 beta is now available at <a href="http://www.turtleflight.com/magine/mb.html">http://www.turtleflight.com/magine/mb.html</a>.
<p>It's supports AWB 3.2 (SDK build 22) and now has database commands,
using the Active Data Objects (ADO) API. You can store and retrieve data
from any type of database that is supported by ADO. For details and a list
of the supported commands/functions, see the Magsbot on-line help <a href="http://www.turtleflight.com/mbh/mh_actions.htm#database">here</a>.
<p>Actually, since I'm no database expert, I'm looking for someone who
is, in order to learn myself how to take full advantage of the ADO capabilities.
I've testing the use of a local, Access database with Magsbot, but theoretically,
you should even be able to connect to a database over the net...if you
know the "provider" and "connect" strings required. I'd appreciate any
assistance from anyone who knows about that sort of thing.
<p>-Magine
<br>&nbsp;
<br>&nbsp;
<br>&nbsp;</html>

Magsbot classes in exchange for script help?

Sep 26, 2001, 4:47am
<!doctype html public "-//w3c//dtd html 4.0 transitional//en">
<html>
Hi,
<p>I spend a lot of time programming Magsbot, but I don't seem to get around
to writing a lot of scripts. It would certainly be nice if there were more
people writing them, so....if anyone is interested, I'd be willing to give
some classes on how to program Magsbot, in order to encourage other people
to write scripts and make them public.&nbsp; If you're interested, please
<a href="mailto:magine at turtleflight.com">write me</a>. Thanks! :0
<p>-Magine</html>

Magsbot classes in exchange for script help?

Sep 30, 2001, 6:03pm
Degree of detail would depend on what the people attending wanted. When
would be a good time? Saturdays? Some weekday evening?

-Magine

[View Quote] > Unlike those who are flaming you for posting in HTML, I would be
> interested in taking one of these classes - how detailed would they
> be?
>
[View Quote]

Magsbot classes in exchange for script help?

Sep 30, 2001, 6:03pm
When would be a good time? Saturdays? Some weekday evening?


[View Quote] > I'm interested in a class.
>
[View Quote]

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