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xelag // User Searchshy bot -please helpJul 25, 2005, 10:09am
Could you specify the version numbers of the X1 that works and of the
X1 that does not work? As from Xelagot 3.607, make sure all your scripts are in the User folder (not the old Script folder). See here for more: http://www.imatowns.com/xelagot/xlgtopic_usbd.html On 25 Jul 2005 04:06:58 -0400, "renana BH" [View Quote] >Hi, we have a 3 bot in the world, using the X1 program > >these 3 bots are all run through the same X1 program, they run extra >scripts, two of the bots run the age script and a 3rd controls day and >night. > > > >recently we have had the problem that the bots will only respond to its >owner. regardless if obey command is set to obey another, we have tried >listen to all command as well with no success. > > > >we have tested the entire chat folder on another bot in the world on another >X1 program and it works fine, and will openly chat with any who talk to it >while still having the same answers. > > > >was wondering if anyone new a way to help correct this situation so the bots >will openly communicate with all and answer questions, thank you > > Assistance with Xela's Chess Script?Sep 3, 2005, 8:34pm
As Mauz pointed out, the universe name in the file has to coincide
with the universe name the bot uses to log in. Active Worlds has not evolved a system for their own or licensed universe names (but they have fully defined world names in a particular universe), so Xelagots rely on the bot's user choice for determining the universe name. File ChessBoards.txt should contain the world's official registered name, and the by the user given universe name (since AW has no register of universe names, this is a user defined name, which must be unique in the Xelagot program). This is to stop the bot from using the Chess or Checkers scrip in the wrong place. My help pages say: "NB: the universe name must be identical to the one used by the xelagot program for logging the bot. If you never visit another universe with your bot, you may omit the universe name; the same applies for the world". Try correcting or removing the universe or world name, see if the script starts working. If this is tge case, check the spelling of the universe and world names, and correct them in the ChessBoards.txt file, so that your script will only work in the correct universe and world. Alex [View Quote] [View Quote] Assistance with Xela's Chess Script?Sep 6, 2005, 5:01pm
Thanks, Mauz. This change of folder has caused many confusions, but
was needed to centralise authorised access to files by scripts. I keep forgetting that people (including me) do not always read properly upgrade notes! [View Quote] BETA TESTERS needed for Xelagot 3.613Sep 8, 2005, 9:37am
I need volunteers to beta test xelagot 3.613 (a 3.6 xelagot). Previous
versions were compiled with Delphi 5, this version and future versions with Delphi 7. Lock-ups have occured in the alpha 4.1 version of Xelagot (which is also compiled with Delphi 7), and I need to test the 3.6 version thoroughly to make sure the Delphi 7 compilation is not causing this. Testers will be required to run X1.exe in the main universe (or other 3.x compatible universes) for long periods in all sorts of areas, preferably but not exclusively areas with lots of events (chat, avatar movement, etc). You should do a fresh install (do not overwrite existing versions!) and have enough bot-allowance to run at least one instance of this version. If a crash occurs (typically, the user interface freezes), open the Task Manager and take note of (a) the memory usage [Mem Usage column] (b) and CPU Usage [CPU column] Details such as what the bot was doing, what was happening in the area, was it in Global mode, was it running a script, did avatars enter or leave just before the crash, how long did it remain alive before crashing, etc, can be very useful. You could also take a screen capture of the xelagot main screen (this can provide information). Report each crash separately by email, with any attachments needed. If no crashes occur within a week of testing, then your job is done and you can send an end report. DO NOT REPLY TO THIS POST, as it is crossposted to many newsgroups. Contact me by email from a valid email address and I will send you a copy of this xelagot version. Report crashes and your end report, as well as your request to beta test, to this email address, with a subject line such as "x1 beta test": xelag at 3dee.nl Alex Preston ManualSep 14, 2005, 11:16pm
So am I with xelagot, but continuation of xelagot in 4.1 is not
garanteed in ANY way. If we manage to overcome the obstacles, which are not few or easy, great; if not, bad luck. And take into account that a LOT of older bots (including HamFon's if not updated) will cease to be operational. New programmers will come with new bots, I guess, welcome :) Alex On 14 Sep 2005 17:27:24 -0400, "Strike Rapier" <markyr at gmail.com> [View Quote] >Actually, I think Ima IS working on it 4.1, so I doubt its going to >dissapear. Xelagot 3.614 availableDec 27, 2005, 11:17am
Bug fix in Action Script, see
http://www.imatowns.com/xelagot/xlgwhatsnew.html XelaG new X1 script i made ( this has the atached file lol)Apr 9, 2001, 11:44am
Hi ocean boy,
Nice script :) Did you notice on my script download page a script called Skull Counter Bot? It does a similar thing, only for a larger area, and allows you to clean up the corpses ... maybe you would like to improve it, like after counting to give the posibility of saving to file and of deleting using some command? XelaG [View Quote] new X1 script i made ( this has the atached file lol)Apr 9, 2001, 4:27pm
The bird botAug 4, 2001, 9:48am
Ryan, try this, maybe it works:
log in 2 bots, any bots. start the bird bot, only one should log in stop you first 2 bots if you want, you will have 2 bot slots free. Not sure if this works, but worth a try :) XelaG [View Quote] The bird botAug 5, 2001, 1:47pm
You can use a xelagot for that, you don't need a script. Just adjust the
random movement parameters of one bot to look like a bird flight, and make one or more follow or join that bot or each other. like bot1 does a random movement, bot2 joins bot1, bot3 follows bot2 etc... use your imagination :) XelaG [View Quote] new world sever, can we be notified?Jun 27, 2002, 11:37pm
I just noticed that there is a new build 42 of the world server...
could we be notified in some way of this? A posting here, or an email to registered world owners (wow, that would be great!) would be very welcome. XelaG new world sever, can we be notified?Jun 28, 2002, 6:29pm
It works fine with me...
XelaG On 27 Jun 2002 22:24:13 -0400, "zeo toxion" <zeo at activeworlds.com> [View Quote] >and going back to build 41 works.... > VisibilityApr 21, 2004, 11:37pm
when will people learn not to post the a thread which is old
(including myself)... this thread is more than a year old! Boo! On 30 Mar 2003 15:33:14 -0500, "lord tech" <highlordtech at citec.no> [View Quote] >I wish... we could have an option to keep the visiblility settings when >moving between worlds. >Not set by default of course. > >Lord Tech >P3 640MHz >256Mb >Rage Mobility AGP >Win ME >DirectX8.1 >Software Mode Accidentally blocked join requestsMay 25, 2003, 7:47pm
Better still,
format your output text to a reasonable number of characters, Techno. Your posts are unreadable by normal standards, your lines just pop off the screen :) Alex On 25 May 2003 13:39:18 -0400, "strike rapier" [View Quote] >Excuse me Techno.. > >GAHHH USE PARAGRAPHS!!! > >- Mark > ClipboardJan 20, 2004, 10:41pm
[View Quote]
>If you would, please wrap your posts if you'd like a reply.
I agree :) >technozeus wrote a lot, not wrapped and almost non-legible due to bad formatting! ClipboardJan 21, 2004, 12:59pm
It means that lines of text on screen have a specified maximum length,
the words that come after that are shown on the next line. My posts keep this to approximately 70 characters. If you do not specify to wrap, lines might reach from edge to edge of the screen, or even disappear at the right edge: this makes it very difficult to read the text. " Word wrap" is the correct term, I think. On 21 Jan 2004 09:24:15 -0500, "tart sugar" <tartsugar at comcast.net> [View Quote] >Pardon my "puter ignorance", but can you tell me in a nutshell what >*wrapped* means? >ty > >Tart Sugar >The older I get, the better I used to be. > [View Quote] AW Building InspectorAug 9, 2003, 9:40am
Hmmm, the reason it tries to add first is so you do not see the
transition I think. Also, suppose it deletes first and then can't add. You lose everything. The length of the name of the model, the length of the description and action fields all add up to calculate how much more can be added, so an add after a delete can fail. Alex [View Quote] >When an object is "changed", the AW browser (and the SDK, too) first tries to add the new object, and then delete the old. In a sense, you ARE trying to build a new object. This obviously needs to be reversed -- delete first, and then add it back. > [View Quote] Xelagot for DummysAug 28, 2003, 10:36pm
Hi,
great page. One remark: the best strategy is to disable 'use cache' for a very accurate rendering (this takes longer). The Xelagot cache is as good as as the AW.DLL responds, the cache is made only when a whole sector has been received and approved. If in very rare occasions, if this goes wrong, the cache will give you a wrong result. I have seen this happen seldom, but as a precaution, for important backups, disable 'use cache'. Alex [View Quote] >At the request of Eigna, I have made a webpage for basics of "Saving Your >Builds" and "Moving Build to New Area", as projects in Xelagot (by XelaG). >This is not to serve as documentation that you can and do receive from the >Xelagot Official Site, which I do include the link to on my page. Its just >a simplified docs for novices. You can find them at my site at: >http://www.afantasy.us/xelagot.html > >Please feel free to check out the website too. Lightwave's avatars, and of >course any and all of our resources for Activeworlds. > >Sexy Eyes > > > > > Xelagot for DummysAug 28, 2003, 10:45pm
BTW, you do not need to start the bot afresh to avoid the cache...
the cache is used when you allow it. So if you survey and disable 'use cache', the cache will not be used. If you restart the bot, as you say, it will still use the cache unless 'use cache' is disabled. Alex :) [View Quote] >Hi, > >great page. One remark: the best strategy is to disable 'use cache' >for a very accurate rendering (this takes longer). The Xelagot cache >is as good as as the AW.DLL responds, the cache is made only when a >whole sector has been received and approved. If in very rare >occasions, if this goes wrong, the cache will give you a wrong result. >I have seen this happen seldom, but as a precaution, for important >backups, disable 'use cache'. > >Alex > > > [View Quote] Rights are Like MusclesJan 5, 2004, 6:36pm
And who will be responsible for closing it? This kind of response or
the ng owner? [View Quote] [View Quote] Uni/Galaxy/Sol/World ServersJan 4, 2004, 7:01pm
They can, all except world servers.
On 4 Jan 2004 14:09:15 -0500, "strike rapier" [View Quote] >I think its about time these could be installed directly as an NT service :) > >- MR > Quit SmokingJan 8, 2004, 10:21pm
So is life :)
[View Quote] >It's addictive, dangerous, a serious health risk, contradictory to our own >beliefs making us look like idiots, not good for children and the list goes >on. I dare you to prove me wrong. > Quit SmokingJan 9, 2004, 8:33pm
On 9 Jan 2004 13:39:16 -0500, "jenniloveskevin" <me at privacy.net>
[View Quote] >Smoking and drinking does not just impact the individual who chooses to >take these substances. It effects all of society. All taxpayers are >footing the bill for paying for the astronomical costs of medical care >for all the medical problems caused by use of these things. Your money >is going towards liver transplants once they drink themselves out of a >funcitioning liver, you're paying for the hospital visits for heart >attacks, lung cancer when poeple voluntarily subject their vital organs >to harmful substances. You're paying for the costs of court appointed >counsel to defend the drunk drivers who cause accidents that kill our >children, our family members. It does not just effect the indivual, it >effects us all. > The argument about taxpayers is flawed. We are all taxpayers, at least in the western world. We pay for wars, invasions, executions, prisons... we pay a lot for the richest to remain rich or to become richer. We pay much less as taxpayers for medicines afordable for all, relief to our own people and to other folks, we pay that directly to the medicine-makers at very high prices, or are left to starve. I'm a heavy smoker. When I started smoking, I was 18 or so. Smoking was fashionable, socially convenient, addictive... I'm now 54. If I see kids starting to smoke, I warn them not to. I am carefull not to smoke in places where that would be unwanted. I am glad when people manage to stop smoking. I stopped twice, for a few years at a time, but that created many health complications, but doing so is not only a question of willing it, there are many health aspects involved. It is completely hypocritical to deny this, and banning smokers, who have done so all their lives, is unrealistic. I think that in future years, smoking should gradually disappear in new generations, and I welcome methods that propitiate the transition. But also, respect for all, smokers and non smokers, should be the norm. If I take flight of a few hours, I buy nicotine chewing-gums. But I expect airports, where I have to spend a lot of time, to have smoking areas. It is a matter of respect. Life is a matter of balancing equations. My mom died last February at 84, she was a regular smoker. Would I say that she made you pay for this long life because she smoked? Oh yes, she died of a lung disease. She could have died of cancer or old age. Taxpaying arguments are radically flawed. Health, welfare and respect arguments are not. If we loved our fellow humans and environment a bit more, we would be able to balance our equations a bit better. Alex Expired PPWsFeb 11, 2004, 6:56pm
Well, expired is expired. You can't expect AWI to enable functions for
expired citizens. That is the risk you take by accepting to build around other people's property. The only people who can manage builds by expired citizens are Eminent Domain holders, and only if the world caretaker has allowed this expired cit to build (either in world rights, or that all can build). Privilege passwords of expired citizens also expire, as their use is to impersonate a citizen (with the citizen's agreement one hopes). Another use is for logging in bots, which an expired citizen may not do. So I don't think this will ever change. Alex On 9 Feb 2004 19:40:33 -0500, "ferruccio" <startrek3 at earthlink.net> [View Quote] >It would be nice to allow expired citizens the freedom to edit their ppw for >those who might be building near their land (like what I am making, it >requires ppws from two expired citizens so I can uncover more land as I need >it) > New browser abilityFeb 12, 2004, 5:42am
if browsers can do all, us botmakers will go out of job LOL... give us
a chance! :) Alex On 12 Feb 2004 02:23:31 -0500, "ferruccio" <startrek3 at earthlink.net> [View Quote] >It would be nice to have a built-in browser feature where the citizen can >type in a cit #, and find the name of the cit, or type in a cit name, and >get a cit #. Right now, you have to access a bot to do that. > Disable 3rd PersonFeb 21, 2004, 4:26am
I totally agree. Worlds which have mazes or such, would be very much
obliged with the ability to disable 3rd person view. This was suggested by me in the 3.4 beta group (and possibly by others) and is an old wish, but was not accepted by AW. Also, the ability to disable showing names would be a great thing for some worlds: aw 3.4 introduced the ability to SHOW ALL NAMES, but disregarded suggestions to HIDE ALL NAMES. It would be in everybody's interest (including AW's) if such simple world owner wishes were implemented :) Alex On 21 Feb 2004 00:30:43 -0500, "ferruccio" <startrek3 at earthlink.net> [View Quote] >It would be nice for worlds to have the ability to disable the individual >use of 3rd person. VWTV world is made for interior only, but people can >just zoom back in 3rd person and see what they shouldn't be seeing. > Custom keybinds (aka macros)Mar 5, 2004, 9:57pm
The problem I see is that AWI's Configure Controls is as limited as it
could possibly be. Instead of freeing the CTRL, SHIFT (and maybe ALT) keys to combine with other keys, they have bound them to the motion keys, so for example you can not combine CTRL + S for shoot, or SHIFT + F2 punch you... This limits enormously the number of key combinations: the current functions are not even covered, even less if you use a laptop. Alex On 5 Mar 2004 12:41:17 -0500, "ubermonkey" <ubermonkey at wcalliance.com> [View Quote] >Before I begin, I am aware that it is possible to use macros with AW via an >external program, however that is not exactly when I am referring to. > >What I am proposing is an option in the client to bind a key to a line of >text. This could be a command for some bot (/reload to load a weapon in >Proxima, for example) or simply a line of text you say quite often and would >like to be able to send by simply pressing a key. > >It would function quite simply; in Configure Controls, there would be a set >of blank keybinds, each with a space to enter a line of text and two key >selection buttons. You enter a text command, choose a key, and you're set. >When the key is pressed, the client sends the line of text as though you had >typed it and sent it manually (however it bypasses the chat bar entirely, >and as such works without interrupting move mode). > >Potential here is unlimited. Instead of worrying about using gesture buttons >or custom toolbars for your game/bot, you can simply bind keys to the most >commonly-used text commands. Excellent for game worlds, as I'm sure the >other cits running RPGs will confirm. Also excellent for controlling >utlility bots (X1, Demeter, etc.) quickly. As a quick note, this does not >enhance the chat flood potential; it is already painfully simple to flood >chat, and this makes little real difference. Besides, the AW server already >has its own methods to control chat flooding. > >If you find this idea interresting, please confirm your support with a quick >note to the AW suggestion box. AWI does not read this NG as far as anyone is >aware, thus responses of support will go unheard here. The more support >there is for the idea, the sooner we can see this implemented. I will be >submitting this myself shortly. > >-Da' Monkey > Block invite requestsMar 6, 2004, 12:34am
I posted your complaint in beta:
from ferruccio in wishlist: "I am tired of mistaking all the invites for joins, it gets annoying. It would be nice in the privacy options to block invite requests." I agree. There is too much confusion between the two (maybe a different colour scheme would help?), and a blocking mechanism should also be applied, or the invite as is should go to 4.0 when better thought. Also, having invitees merging into you (planned or not) as I have heard it rumored, requires at least parental guidance, not all parents would agree to such intimate contact :) Alex Avatars the Old WayMar 8, 2004, 1:55am
On 5 Mar 2004 23:42:22 -0500, "the lady" <thelady263414 at hotmail.com>
[View Quote] >Wish we could have the option of checking and unchecking a box (as in >previous older versions) for our choice of allowing avatars in the main >scene or not. I wish for my world to show it the old way. Thank you. > Thank you too. Avatars in scene, the predecessor of our current rendering, was a short experiment to fix a problem that could not previously be fixed: mobile objects = avatars could not be included in the z buffering, because they were mobile and the abilitiy to do that was not present at the time. When this became possible, it was fixed. Your nostalgy is well meant, but not very realistic... what was not possible but was desired to enhance VR at the time it was created has been made possible and has been implemented. Maybe we should go back to the early packmans? No controversy meant! Alex PS: there may still be some 2.0 or so universes around, that fail to implement the new avatars code... maybe they can help you relive your memories :) |