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dlp anne // User Search
dlp anne // User Search
Feb 23, 2003, 4:14am
Xelagot will move it anywhere you want.
You just have to use the information in the Survey Manager under the
Transforms tab.
Make sure you tell it to Calculate Center to make it easier to move it
around on the grid.
Next find out the center location of the original build, this will be the
center point of movement and rotation.
Once you find this out just enter numbers into the NS, WE, and Altitude
areas to move it.
Make sure you check the box under the Project tab for Transforms so it knows
to use that feature.
Clicking the update button will move it on the grid to where you told it to
go, keep entering the numbers and clicking update till you get it right
where you want it, then all you have to do is tell it to build.
[View Quote]"pineriver" <pineriver at thenett.com> wrote in message
news:3e568779 at server1.Activeworlds.com...
> I have a building in awteen that I would like to be able to copy and move
to
> another world with diff cords. How then could I do that. I need a bot or
> program that makes a propdump and then changes the cords of every object
to
> a new place. Is there a bot that can do that?
> I tried a xelagot bot, but I see no way of moving the build to a diff
cord.
> Plz help ASAP, thanks
>
>
|
Feb 23, 2003, 4:20am
Forgot to say how you enter the numbers in.
Say your build it at 20N 20E and you want it at 20S 20W you can't just enter
20S and 20W.
Telling it 20S and 20W it will put it at the GZ you must say 40S 40W cause
it's 40 meters between the two points.
Hope that makes sense.
[View Quote]"dlp anne" <anne at dreamlandpark.com> wrote in message
news:3e5866c8$1 at server1.Activeworlds.com...
> Xelagot will move it anywhere you want.
> You just have to use the information in the Survey Manager under the
> Transforms tab.
> Make sure you tell it to Calculate Center to make it easier to move it
> around on the grid.
> Next find out the center location of the original build, this will be the
> center point of movement and rotation.
> Once you find this out just enter numbers into the NS, WE, and Altitude
> areas to move it.
> Make sure you check the box under the Project tab for Transforms so it
knows
> to use that feature.
> Clicking the update button will move it on the grid to where you told it
to
> go, keep entering the numbers and clicking update till you get it right
> where you want it, then all you have to do is tell it to build.
>
>
>
> "pineriver" <pineriver at thenett.com> wrote in message
> news:3e568779 at server1.Activeworlds.com...
move
> to
> to
> cord.
>
>
|
Feb 27, 2003, 2:18pm
He posted in the beta group on Feb 25th
[View Quote]"grimble" <grimble2000 at btinternet:com> wrote in message
news:3e5d6088$1 at server1.Activeworlds.com...
> Where is Alex recently? I've not seen him for some time now.
>
> "tony m" <ag5v1u7001 at sneakemail.com> wrote in message
> news:t9dq5vg7hggqasfstf9airlc5r418q19bi at 4ax.com...
> use in that world.
are
> ALL greyed out and appear to be disabled, even in this beta world.
> it in your xelagot's Plugins (or similarily named) folder.
>
>
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May 26, 2003, 11:44pm
needs some help pages.
How do you make shops to buy weapons and armor?
[View Quote]"r i c h a r d" <richard.lazenby1 at ntlworld.com> wrote in message
news:3ecdf2c0$1 at server1.Activeworlds.com...
> You can now get both bots from this url:
> http://www.xeonsoft.co.uk/products.htm
>
>
|
May 29, 2003, 7:22pm
I know of one that will create an object yard by reading a object registry
file
Use this to make a registry file if you don't already have one.
Note: this is just for the bot to read, you don't have to apply the registry
to the world if you don't want one.
http://www.andras.net/tools.html#reggen
Once you have a registry file of your objects use this to create the object
yard.
Note: this one takes some time to configure it just the way you want it, you
may end up reconfiguring it and reloading the object yard a few times.
http://oct31.de/aw/awreg2prop/index.html
[View Quote]"the lady" <thelady263414 at hotmail.com> wrote in message
news:3ed67108$1 at server1.Activeworlds.com...
> The following is a request for a bot script or program to help me keep a
> large object yard looking as neat as possible.
>
> Working with a large object yard should be made easier with the use of a
> bot. For instance, if I have a set amount of coordinates or cells to
place
> my objects (in other words, objects sectioned off in categories), there
> should be a way for me to type in all the rwx names for that category in a
> text field or retrieve from a Notepad file, load that file into the bot
> program, then have a bot place the objects in the object yard for me,
evenly
> spaced, within the specified coordinates. I should also be able to have
the
> ability to have them placed by size (I can just load that information in
> another text field or retrieve from a Notepad file or include it with the
> file above). If I want all smaller objects to go around the perimeter of
> that area, close to the walkway, and all the larger objects to go in the
> middle, it should be able to do that, too. My idea is to keep these files
> around, and each time there is a new addition, I can easily add it to that
> list and the bot should be able to delete the area and rebuild it
including
> the new object or objects. The bot should also give a text report of all
> the coordinates to the objects I place in the yard that is user friendly
> with AW's teleports list so that I can use a tport 2 html program and
> generate a teleportable list of the exact location of each object. I know
> this might not be the answer for some of you with object yards. It
doesn't
> solve every problem, but it is much more organized, neater looking, a time
> saver for builders looking for a specific object, but most of all a space
> saver than if done by hand. It is needed when you have about 12,000 to
> maintain and growing.
>
>
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Jun 8, 2003, 4:59pm
Xelagot will do this, but to scan a world the size of AW you will be there
for awhile.
[View Quote]"builder m" <support at lejendz.com> wrote in message
news:3ee29ed3$1 at server1.Activeworlds.com...
> 2+ years ago, a good friend, linuxman - left AW... He came back, a few
> months ago - and I talked to him, for maybe 5 minutes... A week later- he
> sets his account to not accept telegrams, joins, etc... So Now I have no
way
> to contact him - BUT I know he builds in 'AW'... Is there a bot, that
still
> works, that can go thru the ENTIRE world (minus GZ (100x100)) Searching
for
> his land? I could really use it... I don't care if I have to run it for a
> week....
>
>
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Jun 28, 2003, 11:36am
According to my firewall the Xelagot uses ports.
Incoming UDP/IP on port 53
Outbound UDP/IP on port 53
Outbound TCP/IP on port 962
Outbound TCP/IP on port 5674
Outbound TCP/IP on port 7028
Outbound TCP/IP on port 7777
According to my firewall the Preston uses ports.
Incoming UDP/IP on port 53
Outbound UDP/IP on port 53
Outbound TCP/IP on port 5674
Outbound TCP/IP on port 7777
Outbound TCP/IP on port 8315
[View Quote]"lady melissa" <m0lissa at yahoo.com> wrote in message
news:3efc67e7$1 at server1.Activeworlds.com...
> I am having trouble connecting bots through my router/firewall. Anybody
know
> what ports need to be mapped to connect?
>
> Thanks,
> Lady Melissa
>
>
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Jun 28, 2003, 12:54pm
yea, that port will change depending on what uni you log it into forgot to
mention that.
[View Quote]"starfleet" <Starfleet at Command.com> wrote in message
news:3efda94d at server1.Activeworlds.com...
> AW is 5670, not 5674.
>
> "dlp anne" <anne at dreamlandpark.com> wrote in message
> news:3efd99e3 at server1.Activeworlds.com...
Anybody
>
>
|
Jun 29, 2003, 8:50pm
Did you by any chance forget to edit the world features to remove what the
bot added?
softskynight.jpg is probably still set up in there from when the bot changed
it and you never.
Bots when they log out do not put everything back the way it was.
[View Quote]"lady nighthawk" <dmurtagh27 at hotmail.com> wrote in message
news:3eff1f40 at server1.Activeworlds.com...
Another Xelag bot with another problem. This time the bot is off but
everytime I log into my world I get an error saying "Warning: unable to
download .../softskynight.jpg (file not found)". Since the bot is not
running, I don't know why I'm getting this error. And no, I don't have that
jpg in my textures, nor do I mean to. But I would like to get rid of the
error. I thought I turned the script off ... and the bot is off also so I
don't get why the error is showing up. Of the four files that scheduler
uses, only the night text is showing an error ... even though I don't have
any of the jpgs for any of the four mini scripts. I've done a search in my
computer to see if I can find this, but to no avail. How do I fix this?
|
LNH
Jun 29, 2003, 8:56pm
One more thing.
This is not a bot error.
It is not even a script error.
It is human error.
You must edit the scripts so the bot uses the info you want it to use.
Most premade scripts have default stuff in it showing you stuff that you
must edit.
[View Quote]"dlp anne" <anne at dreamlandpark.com> wrote in message
news:3eff6d49 at server1.Activeworlds.com...
> Did you by any chance forget to edit the world features to remove what the
> bot added?
> softskynight.jpg is probably still set up in there from when the bot
changed
> it and you never.
> Bots when they log out do not put everything back the way it was.
>
>
>
>
>
> "lady nighthawk" <dmurtagh27 at hotmail.com> wrote in message
> news:3eff1f40 at server1.Activeworlds.com...
> Another Xelag bot with another problem. This time the bot is off but
> everytime I log into my world I get an error saying "Warning: unable to
> download .../softskynight.jpg (file not found)". Since the bot is not
> running, I don't know why I'm getting this error. And no, I don't have
that
> jpg in my textures, nor do I mean to. But I would like to get rid of the
> error. I thought I turned the script off ... and the bot is off also so I
> don't get why the error is showing up. Of the four files that scheduler
> uses, only the night text is showing an error ... even though I don't have
> any of the jpgs for any of the four mini scripts. I've done a search in my
> computer to see if I can find this, but to no avail. How do I fix this?
>
> LNH
>
>
|
Jul 7, 2003, 1:18am
Having a blast in portal with him THANKS XelaG
--
Anne
Twilyte VR Entertainment
Dreamlandpark
www.dreamlandpark.com
What 3D Virtual Reality Chat is all about!
[View Quote]"xelag" <xelag at digitalspace.com> wrote in message
news:2mkhgv4dfv9kfefqs1dg8qksjd20ghquh8 at 4ax.com...
> I'm proud to present the 'final' version of Xelagots X1, Av99Bot and
> SrvcXlgBot in their 3.4 functionality. Out of beta at last with
> version 3.419 (SDK 32)!
>
> This release is dedicated to HamFon and to Roland Vilett. HamFon
> opened the way for bots way back in 1998 with his Hambots. Roland
> Vilett later systematised their functioning in AW in the first AW SDK.
>
> To make this release more festive, I have enhanced Xelagots with
> trivia code, inspired by HamFon's well known TriviaBot. HamFon sent
> me many trivia question files for this release, which can be used by
> Xelagots (they are compatible) and are available for download. Verbal
> Commands and Action Script statements have been added.
>
> Please visit the Xelagot's What's New page at
> http://www.imatowns.com/xelagot/xlgwhatsnew.html
> for more information. The Xelagot home page is at
> http://www.imatowns.com/xelagot/
>
> Enjoy,
> Alex
>
>
|
Jul 31, 2003, 3:36am
eeek Richard lol cain has gone eject happy lol he is ejecting for words not
even on the list LOL
left ya a gram in dlp
--
Anne
Twilyte VR Entertainment
Dreamlandpark
www.dreamlandpark.com
What 3D Virtual Reality Chat is all about!
[View Quote]"weebo" <weebo at my.activeworlds.com> wrote in message
news:3f25e2be$1 at server1.Activeworlds.com...
> Thanks Richard :)
> Weebo
> "r i c h a r d" <richard.lazenby1 at ntlworld.com> wrote in message
> news:3f25dba8 at server1.Activeworlds.com...
it
>
>
|
Aug 6, 2003, 3:10pm
its hosted by AWI so thats not it lol
--
Please include all replies
Anne
Twilyte VR Entertainment
Dreamlandpark
www.dreamlandpark.com
What 3D Virtual Reality Chat is all about!
[View Quote]"builderz" <builderz at vastnexus.com> wrote in message
news:3F311D05.2C176CBD at vastnexus.com...
> Maybe it is due to not enough bandwidth on the host's connection? When a
> query or wipe is being done, it takes up a fair amount of bandwidth. If
> there are others in the world at the same time the query is going on, it
> could "eat up" all of the available bandwidth. Go see my post called
> "Remote Admin Tool Transfer Limit" in wishlist for a more detailed
> explanation.
>
> Builderz
> http://www.3dhost.net
>
> ciena wrote:
|
Aug 9, 2003, 12:54am
told ya to leave the seed and feed alone LOL
[View Quote]"r i c h a r d" <richard.lazenby1 at ntlworld.com> wrote in message
news:3f345ed1$1 at server1.Activeworlds.com...
> Ok this is wierd i started with me and ma bot now its this :
> http://www.xeonsoft.co.uk/ducksquad6.jpg
>
>
|
Feb 12, 2003, 5:11pm
Would be great to have a "create reflection" command that would give any
object you put it on a merror effect.
Feb 12, 2003, 9:08pm
I wish for terrain editing rights added to the world rights so we don't have
to make all builders CT's just so they can edit the terrain.
This may or may not be good for public build worlds but would be good to
have for privet worlds.
Feb 13, 2003, 2:51am
Cool will check it out :-)
I have seen someone program mags bot to do something similar back in early
2002.
Not sure how Demeter dose it but the programmed mags bot used a certen
object, you moved it up or down to what ever height you wanted the terrain
to be at and using the create texture command on it told it what texture to
use on the terrain.
When you where done editing terrain you just deleted the object.
[View Quote]"jstone2004" <j at jlife.net> wrote in message
news:3e4b1d60$1 at server1.Activeworlds.com...
> ever been to AWTeen? :-) the miracles of Demeter... It's the terrain
editing
> bot that enables everyone with build rights to edit terrain :P
>
> http://shoemakervillage.org/demeter.html
>
> J
>
> "dlp anne" <anne at dreamlandpark.com> wrote in message
> news:3e4ad3e2 at server1.Activeworlds.com...
> have
>
>
|
Feb 13, 2003, 11:53am
One reason I would like this added :-)
You can't have more then 5 CT's at a time.
If you add anymore then 5, any after the 5th on the world will not see.
[View Quote]"technozeus" <TechnoZeus at usa.net> wrote in message
news:3e4b65fd$1 at server1.Activeworlds.com...
> It would still be nice to have more control over privileges that are
currently grouped under "caretaker" not only for citizens, but for bots as
well.
>
> TechnoZeus
>
> "jstone2004" <j at jlife.net> wrote in message
news:3e4b1d60$1 at server1.Activeworlds.com...
editing
don't
to
>
>
|
Feb 14, 2003, 5:47am
hmm they must have fixed it then and didn't tell anyone lol
I do remember having 7 CT's and the 6th and 7th ones could not edit terrain.
[View Quote]"jstone2004" <j at jlife.net> wrote in message
news:3e4c4997$1 at server1.Activeworlds.com...
> I'm hosting a world, and there are more than 5 CT's listed in it...? and
it
> works just fine?
>
> J
>
> "dlp anne" <anne at dreamlandpark.com> wrote in message
> news:3e4ba347 at server1.Activeworlds.com...
as
> good
>
>
|
Feb 26, 2003, 6:49am
Back when fog first came out, I was always wanting a create fog command.
Having it set up similar to the light command values.
Ex.
create fog color=gray destiny=5 radius=10
And maybe a little texture=fog1 addin for spooky rolling/moving fog with a
dim light source inside it hehe
When I say rolling/moving I mean similar to how the water moves in the beta
3.4 :-)
[View Quote]"john" <john at 3d-reality.com> wrote in message
news:3e5ba1fb$1 at server1.Activeworlds.com...
> I think AW should have fog areas...although Mr Brain informed me that
atcual
> fog in an area all the time is impossible I suggested this:
>
> Have it so as you get closer to the area, the fog slowly builds up... it
> would RULE!
>
>
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Feb 27, 2003, 1:39am
I agree with that, but if they add it in make it a world feature that can be
set to any range you want or even have it on or off.
Many build there worlds for fun and entertainment, and some also build for a
real life look and feel and like in the real world you can't hear everyone
at any location but only those with in a certain distance from you.
[View Quote]"equin0x" <equin0x at activeworlds.com> wrote in message
news:3e5d64b6 at server1.Activeworlds.com...
> When will the world server include the coding for a global chat?
>
> It's like saying "Why do you need a world server with anything? A bot can
do
> it all."
>
> Making a chat relay bot may open up more features, but a simple "Global
> Chat" option is very valuable to some worlds.
>
> In 3.4, they wasted all this space putting in features just so you can
> program your own bot to do it, instead of adding features for the world
> server.
>
>
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Feb 27, 2003, 8:46am
I have done this in a Preston bot also in under 5 seconds making use of the
console message feature.
To make the Preston bot do what you want, you don't really need any
programming skills at all.
I recommend the Preston bot for anyone that has little or no programming
skills and just wants a bot to control something or do something.
The Preston is not that good for running games though as I found out when I
tried to make it run a paint ball game, it will run the game fine and all
but I can't seem to make it keep team scores.
All other stuff that you want it to do it can be easily set up to do.
[View Quote]"technozeus" <TechnoZeus at usa.net> wrote in message
news:3e5dcb7b$1 at server1.Activeworlds.com...
> Try doing that without a programming language now. That's what most
people are dealing with, since not everyone knows "any" programming
language, the SDK doesn't support "all" programming languages, and not
everyone who knows a language that it does work with can afford to set their
computer up as a development system for that language.
>
> TechnoZeus
>
> "jstone2004" <j at jlife.net> wrote in message
news:3e5d8f66$1 at server1.Activeworlds.com...
that
can
"Global
world
>
>
|
Feb 27, 2003, 8:28pm
For this to work at all the bot must have Caretaker rights in the world
because it makes use of the console message
Event = Phrase
as = leave it blank
Action = Misc/announce
Recipient = %p or %p %P if you want both users and bots to hear it.
Message = %a: %r make sure you put a tab between the %a: and the %r to
make the space between the users name and what they say.
Color = make it want you want.
Bold = 1 or 0 1 being yes and 0 being no
Italics = 1 or 0 1 being yes and 0 being no
Protection = public
Note if used in 3.3 this will copy what they say into a console message that
is seen world wide.
But just wait, 3.4 has a "hide chat" world feature that will make it so you
only see the console message from the bot, works real good in 3.4.
[View Quote]"goddess innie" <ami at chazdesigns.com> wrote in message
news:3e5e7cb5 at server1.Activeworlds.com...
> Okay, I have preston, how do I set it up for global chat? Although it
would
> be nice for there to be a feature in the world settings!!!! I cant
believe
> there isnt one! I have a p50, for crying out loud, you should able to at
> least talk p20! I cant get 20 meters away and hear someone. Taht is
just
> nuts!
>
> So tell me, how do I program this bot for global chat? Please help .
>
>
> "technozeus" <TechnoZeus at usa.net> wrote in message
> news:3e5df238$1 at server1.Activeworlds.com...
> don't program. Still though, it would be nice to have such a feature
built
> into the browser... the chat range is one of the features that really
gives
> AW a 3D feel, so a little more direct control over it would be a valuable
> addition.
> news:3e5dec82 at server1.Activeworlds.com...
of
> the
programming
> when I
> all
> their
preston...
> not
A
> bot
you
> can
the
>
>
|
Feb 27, 2003, 1:44am
This can be done with a bot detecting object clicks and updating the object
with the action command you want to use to open it to let all see it and not
just the one that activated it.
I done this many times with a Preston works great.
But it would be nice if it was part of the browser, would save on bandwidth
of having a bot doing it.
[View Quote]"equin0x" <equin0x at activeworlds.com> wrote in message
news:3e5d6b9c$1 at server1.Activeworlds.com...
> I am on a roll with the new features today, anyhoo, here we go...
>
> A feature to allow others to see objects move when clicked on, such as
when
> opening a door, I would like all to see that I opened the door and walked
> in, not just them seeing me walk through a closed door.
>
>
|
Feb 28, 2003, 9:57am
I never get dropped from the AW NG's
Nor anything else I log into, must be your connection settings or e-mail
settings.
I know with my computer in its connection settings there is an option to
disconnect when the connection is no longer needed.
And in the email settings for disconnect after sending/receiving.
Both these options can be turned on or off.
[View Quote]"kah" <kah at kahnews.cjb.net> wrote in message
news:Xns932F8836683EFkahatkahnewsdotcjbdo at 64.94.241.201...
> I wish they'd work a bit on the news server, it's very unstable and keeps
> dropping my connection when I'm in the middle of reading an article. It's
> annoying having to wait for a new connection, it's not like this is a
large
> USENET server with 20k groups and 500 concurrent connections either.
>
> KAH
|
Feb 28, 2003, 9:50am
Add web control buttons "Back, Forward, Refresh, and Stop" for when you
force a web page into the 3D window with target=aw_3d
Mar 9, 2003, 9:52am
You could use a bot to backup your build before you start editing it again,
that way if you do accidentally delete something, you can have the bot bring
it back.
[View Quote]"goddess innie" <ami at chazdesigns.com> wrote in message
news:3e615da5$1 at server1.Activeworlds.com...
> Wouldnt be nice to undo that accidental delete?! Gosh how I wish I had
one
> right now. LOL
>
>
|
Mar 3, 2003, 4:03am
A way to if you want a sound to loop but not forever have a way to tell it
how many times you want it to loop.
Ex.
create sound music.mid loop=4
create sound music.wav loop=4
create sound music.mp3 loop=4
create noise music.mid loop=4
create noise music.wav loop=4
create noise music.mp3 loop=4
And if you just say loop with no number after it, it will loop forever
Mar 4, 2003, 8:47am
A way to let users choose if they want the sound to fade out as you walk
from it or not.
The reason I want this is because I was forced to run all my background
music to a web page midi player activated with bump url's just so it would
not fade :-(
Ex.
create sound music.mid fade=no
create sound music.wav fade=no
create sound music.mp3 fade=no
create noise music.mid fade=no
create noise music.wav fade=no
create noise music.mp3 fade=no
create sound music.mid fade=yes
create sound music.wav fade=yes
create sound music.mp3 fade=yes
create noise music.mid fade=yes
create noise music.wav fade=yes
create noise music.mp3 fade=yes
And if you don't tell it yes or no, its yes by default.
Mar 4, 2003, 10:53am
I know that but there is still some major flaws with using that setup.
create noise music.mid
will not loop even if you add loop after it.
once started it won't stop unless you change worlds, even removing it from
the object will not stop it.
any other mid's in the area will not start up till the 1st one you saw
finishes.
I want this.
I want it to loop
I want it to stop when you run into another one that is different and start
the new one up.
If you run into a copy of the same one, it should not restart the song.
[View Quote]"technozeus" <TechnoZeus at usa.net> wrote in message
news:3e64973e$1 at server1.Activeworlds.com...
> The sound command was designed to act as a part of the 3D environment,
fade with distance, and move left or right depending on the angle you're
facing. The noise command was designed to do exactly what you're asking for
the ability to do.
>
> http://www.ActiveWorlds.com/help/noise_command.html
>
> TechnoZeus
>
> "dlp anne" <anne at dreamlandpark.com> wrote in message
news:3e64845d at server1.Activeworlds.com...
would
>
>
|
|