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/script igf_events:OnEvent(nil, "CHAT_MSG_SYSTEM", "test")
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/script igf_events:OnEvent(nil, "CHAT_MSG_SYSTEM", "test")
Returning nil in the MM window here.BillDoorNZ wrote:the code I indicated:
should get picked up by your monitor (if it is monitoring for CHAT_MSG_SYSTEM). I just tested it and it works as I was expecting.Code: Select all
/script igf_events:OnEvent(nil, "CHAT_MSG_SYSTEM", "test")
I'm sure it is lisa xDlisa wrote: What exactly are you trying to send from game to MM?
Are you just trying to send a message to MM when an event occurs?
Are you trying to send specific information from game to MM?
I think what ever you are trying to do can be done in an easier way.
Yeah, it's just a part of all I want to do. But the required thing to work is:BillDoorNZ wrote:I believe he is trying to run execute some code while still in the rom game window to display what a specific mob drops
...
- if he targetted it. Perhaps something similar to you partyDPS function that he just chucks up a raid target on could work too.
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/script igf_events:OnEvent(nil, "CHAT_MSG_SYSTEM", "test")
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<?xml version="1.0" encoding="utf-8"?>
<waypoints>
<onLoad>
function MyFunction()
local time, moreToCome, name, msg = EventMonitorCheck("MyFunctionEvent", "4,1")
if time ~= nil then
cprintf(cli.yellow, msg);
end
end
function startTest()
unregisterTimer("MyFunctionTimer");
printf("MyFunctionTimer started\n");
EventMonitorStart("MyFunctionEvent", "CHAT_MSG_SYSTEM");
registerTimer("MyFunctionTimer", 1000, MyFunction);
end
startTest();
</onLoad>
</waypoints>
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/script igf_events:OnEvent(nil, "CHAT_MSG_SYSTEM", "1", "2", "3", "4")
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/script SendSystemChat("MyFunction()")
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/script igf_events:OnEvent(nil, "CHAT_MSG_SYSTEM", "MyFunction()", "2", "3", "4")
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/script SendSystemChat("sdfsfdf")
Just wow, imagine with 3-4 parameters xD/script igf_events:OnEvent(nil, "CHAT_MSG_SYSTEM", "MyFunction()", "2", "3", "4")
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<waypoints>
<onLoad>
function MyFunction()
local time, moreToCome, name, msg = EventMonitorCheck("MyFunctionEvent", "4,1")
if time ~= nil then
cprintf(cli.yellow, msg .. "\n");
end
end
function startTest()
unregisterTimer("MyFunctionTimer");
printf("MyFunctionTimer started\n");
EventMonitorStart("MyFunctionEvent", "CHAT_MSG_SYSTEM");
registerTimer("MyFunctionTimer", 1000, MyFunction);
end
startTest();
yrest(30000000); -- This is ugly
</onLoad>
</waypoints>
It's onlisa wrote: First make sure the event monitoring is working for you.
Head to me GM detect topic and you will find a WP to test event monitoring.
http://www.solarstrike.net/phpBB3/viewt ... =27&t=2516
TBH, that was my first idea, but I don't like the fact it's sent on the server. But it seems you didn't get exactly the procedure.lisa wrote: If you want to send info from 1 character to another then you will no doubt have to use whispers as yes the SendSystenChat is client side and the other character won't see it. If you are playing 1 character then sending whispers is pretty easy.
Monitoring whispers is very easy and you can check out the GMdetect for how it monitors whispers and then it monitors system chat aswell.
Nah, I'm going to use your free resources and make people pay a LOT! :Olisa wrote: Having said all that, are you going to be offering this service free to people?
I don't mind helping people but if you intend to take this project that we have created and then just add a few features and then try to charge people to use it then my help stops here.
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<waypoints>
<onLoad>
function MyFunction()
local time, moreToCome, name, msg = EventMonitorCheck("MyFunctionEvent", "4,1")
if time ~= nil then
cprintf(cli.yellow, msg .. "\n");
end
end
function startTest()
unregisterTimer("MyFunctionTimer");
printf("MyFunctionTimer started\n");
EventMonitorStart("MyFunctionEvent", "CHAT_MSG_SYSTEM");
registerTimer("MyFunctionTimer", 1000, MyFunction);
end
startTest();
while (true) do
yrest(100);
end;
</onLoad>
</waypoints>
LMAOZangetsu wrote:yrest(30000000); -- This is ugly
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while (true) do
yrest(2000)
end
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function igf_RunMyFunction()
local target_name = UnitName("target");
igf_events:OnEvent(nil, "CHAT_MSG_SYSTEM", "MyFunction()", target_name, "", "")
end
Maybe, but waiting SWToRlisa wrote:Guild Wars 2?
Yeah not sure when it will be released =(
Yeah, using my server instead passing commands via the game server, it's saferlisa wrote: So you want the communication to be done through your sql?
It will be more complicated and more stuffs but, yeah basically it's "checking" what he's supposed to do.lisa wrote: So when something in your database changes then the bot does something else? So you would need to be monitoring the database and not game chat.
I think I am starting to be less clear as to what you want lol
Some for now, but it will grow up really fast. More bots are farming, more the database will grow uplisa wrote: Ok database has lots of info on it.
It's not the bot who decide, it's the human who update the database and it can be done via:lisa wrote: Bot character decides it wants to go farm some wolf tails, checks the database and loads a WP to farm them.
So in order for the Bot character to decide this you want to tell it to do it from another character in game? So you want to type a message in game that MM registers and then sends that info via sql to then tell the other bot what to farm?
Well not only, it will be possible to make the bot do a lot of stuff, like doing some quests, go farm this instance, invite someone, craft.lisa wrote: The using database to load specific WP depending on what items need farming should be simple enough.
Of course no, this is the "HOT" feature, you can do anything permited with MM from everywhere you have internet.lisa wrote: Seems to me like you are putting a lot of effort into being able to bot remotely, does this have to do with botting from a server machine?
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