Board ArchivesSite FeaturesActiveworlds SupportHistoric Archives |
icydee // User Search
icydee // User SearchFirst Bot, help pleaseAug 19, 2001, 7:17pm
OK.
I finally got around the problem of using developer studio 97 (I created my own lib file) and I ran the demo bot. I now get error "unable to login, reason code 43 " which is because I am using my ordinary password. What is, and how do I get, an AW_LOGIN_PRIVILEGE_PASSWORD I want to be able to run a bot in AlphaWorld. Am I going to be able to do this? IcyDee First Bot, help pleaseAug 19, 2001, 9:35pm
Thanks, obvious now I see it!
On another subject, are bots somehow inhibited at ground zero on AlphaWorld? When my bot was there it only seemed to say hello to one person. When I moved it way-out it seemed to behave normally. [View Quote] > First, enter AW and set a Privilege Password (Options->Citizen... ). Then use *that* to login with the bot. > > -Agent1 > First Bot, help pleaseAug 20, 2001, 6:53pm
Kah
thanks for that advice, it is true that looking at other peoples code is useful. Where do you suggest I obtain simple source code from. I only have the samples in the help files to go on so far. I have written my first bot, a build bot that spirals out from a start location and tiles the area fully to 'reserve' the land. (Of course respecting the 1km by 1km limit!) Now I am working on understanding the aw_query command to determine what objects are currently on the land so that I can 'survey' for suitable building land. Problem now is the various co-ordinate systems which I don't think I have straight in my mind yet. AW_OBJECT_X/Z is the co-ordinate in meters from ground zero Teleport co-ordinate system is in cells (10m by 10m) aw_query is in sectors? (80m by 80m) A zone is determined by the co-ordinate of it's middle sector? Is this right? IcyDee [View Quote] > start by using others' bots so you get a clue of how bots work at all... or > I doubt you'll ever make much of a bot... > > KAH > First Bot, help pleaseAug 20, 2001, 7:00pm
lanezeri
Don't worry, I did not take offence. I have seen many posts like mine from people with no idea what to do. I don't class myself quite in that catagory, I just have a few initial hurdles to overcome before I can do anything useful! (like sorting out compiler library incompatibilites and understanding about different passwords!) I have been programming for 27 years so I am not a total novice! On a different note, I see that there are libraries for VB, C, and Delphi. Has anyone thought of a library for perl? I think it would be a good way to program if someone developed a perl interface (perhaps it is something I should try and do myself!). [View Quote] > Why not supply helpful information? I've learned it's easier to help by > typing a few lines than to dog them in several lines. So next time don't > say anything pud! > [View Quote] [View Quote] > Why not supply helpful information? I've learned it's easier to help by > typing a few lines than to dog them in several lines. So next time don't > say anything pud! > [View Quote] [View Quote] > Why not supply helpful information? I've learned it's easier to help by > typing a few lines than to dog them in several lines. So next time don't > say anything pud! > [View Quote] [View Quote] > Why not supply helpful information? I've learned it's easier to help by > typing a few lines than to dog them in several lines. So next time don't > say anything pud! > [View Quote] [View Quote] > Why not supply helpful information? I've learned it's easier to help by > typing a few lines than to dog them in several lines. So next time don't > say anything pud! > [View Quote] [View Quote] > Why not supply helpful information? I've learned it's easier to help by > typing a few lines than to dog them in several lines. So next time don't > say anything pud! Roadsweeper botFeb 12, 2002, 2:12pm
I have written code to generate propdump files and then use XelaGot to
build the objects. This has worked fine up to now. I have generated roads, monorails, domes and forests. (about 4 million objects) However this approach cannot remove objects that have already been built. For example if I run a new road through a forest I get trees growing through the asphalt (tarmac). You can see my problem at AW 23768N 18072W Ideally I need a bot that can survey an area, identify the road objects and remove trees and shrubs (but not manhole covers!) from the area covered by the road. Any ideas? I tried once to use the SDK and MS C compiler but did not get very far! IcyDee. Roadsweeper botFeb 12, 2002, 10:41pm
The algorithm is no problem, I have solved more complex problems :-)
I just need a sample program, in C, which would survey an area, get a list of all objects and coordinates and then delete certain objects (say all 'tree' objects) I would be willing to share my building code (roads and rivers curved using Bezier curves) in exchange. [View Quote] > you need to know the size of the road object to calculate if objects are in > the way... first you just query the area in question, then you have it > calculate the area the road would take up (a rectangle if you're doing a > straight road), and then go through the query result and check for any > objects that would be inside the area where the road should be, get their X > and Z location, their number and use aw_object_delete() (look in the SDK > help for info on how to set this up) to remove the offending objects. If my > vague explanation doesn't take you very far, I can try to write you a bit of > code :-)) > Maps of Alpha-worldAug 20, 2001, 7:51am
I came across some maps of Alpha World the other day and I can't find
them again. These were 12 levels of maps, each map twice as detailed as the previous. Anyone know the URL of these maps? property search?Mar 13, 2002, 3:02pm
Does anyone know when they will update. The last one was Aug 2001
[View Quote] > http://tangent.imatowns.com > [View Quote] Biggest buildingFeb 12, 2002, 2:31pm
I will lay claim to largest landscape, by which I mean an area with objects, not
just featureless floor panels! AW 23773N 18121W 75 sq km 4 million plus objects 20km roads 30km of working monorail 130km of rivers All designed and built in the last month. [View Quote] > I'm not sure if this should be in world builders or community, but I'm > guessing community. > > What is the biggest BUILDING in all of active worlds in term of floor space? > Not tallest, not biggest footprint, but rather useable space. > > Anyone have any idea? Biggest buildingFeb 12, 2002, 10:42pm
Is there a problem with that? :-)
[View Quote] > It seems to me that it would take an awful lot of free time for you to be > able to fill 75 square kilometers in a month. Either that or you did it by > bot. :) > > SW Chris > [View Quote] Biggest buildingFeb 13, 2002, 10:14am
Not a copy, unless you count the monorail, and there I just took the concept
(with agreement of the original designer), refined it and built my own network. IcyDee [View Quote] > Only that there is no honor in having a machine copy someone else's work > into one spot and then calling it the largest object-populated area in AW. > > SW Chris > [View Quote] Biggest buildingFeb 13, 2002, 7:42pm
It is intended as a terrain generator. I had hopes to generate terrain in V3.3
which was the main incentive to create it in the first place. At the moment it generates forests quite nicely thank you, if you took the trouble to look at it, :-) I used a 16 color gif taken from a satellite map to act as the 'seed' for the terrain. IcyDee [View Quote] > *sigh* Ok. Just don't go around saying you're the largest city in > Alphaworld or something. =P Maybe you could refine your bot into a > terrain generator or something... I could use that for forests and such. > > SW Chris > NAC MY ASSFeb 12, 2002, 3:05pm
If a citizen has the right to delete NAC property then they could have the right
to adopt it too and thus preserve anything that was worthy by making it there own before it was wiped. [View Quote] > Greetings & Salutations Fellow AW Citizens, > When I first heard this anounced, I was stunned. > I had to ask several times to get JP to clarify what this meant. > > To me, as a current citizen, thinking when / if I leave AW for whatever > reasons my builds, Rain Forrest ( ha ha ) , and Real Estate would be deleted > in one fell swoop just would not register in my mind. > > To think all the time, energy and love put into those build would disapear > in one brief moment........Well, the thought was apauling to say the least. > > Then I read the newsgroup items and started thinking again. ( dangerous ) * > veg* > > I remembered one of the reasons why it was I mailed in my $19.95 for 2 > .....yes that's right TWO years of AW citizenship ! > > It was becaused we were PROMISED ....Citizens...REGISTERED CITIZENS would > have the right to DELETE NAC PROPERTY on or about December of 1997. > > That promise was never honored...for whatever reasons. > > I propose they HONOR that PROMISE.... and institute that policy > NOW...rather than their plan of having it done by a bot. > > I would not be afraid that ALL my land marked as NAC after I left would be > deleted, ( there's just too much of it ) but if a registered citizen came > across something they felt they just had to delete or wanted to complete a > build of their own, so be it, fair is fair. > > It would also empower the entire AW Community the ability to clean up some > of the garbarge they come across in their travels. > Thus saving the GET Team the trouble. * smile * > > I'm sure there will be a few assholes that have nothing better to do than go > around deleting NAC but I can't see anyone doing that for too long without > getting bored. > > Sooooo... What'd ya think ...Is this a plan ? > Sincerely > Doug > Dmc2u - XTeam ATL |