Official Everybody Edits Forums

Do you think I could just leave this part blank and it'd be okay? We're just going to replace the whole thing with a header image anyway, right?

You are not logged in.

#2 Re: Bots and Programming » [Alpha release] LuaBot v0.1.4 » 2016-07-05 04:10:15

Although I can't test it right now, this seems pretty interesting. But how exactly is it different from making a PlayerIO API for Lua?

#3 Re: Bots and Programming » [Closed] [Question] Hosting BAL bots » 2016-07-05 04:01:15

Alright. Thanks guys. It seems like there's no way around it.

#4 Re: Bots and Programming » [Closed] [Question] Hosting BAL bots » 2016-07-04 20:28:41

Koya wrote:
DarkDragon4900 wrote:
Koya wrote:
Hidden text

So basically, use mono project to make an ubuntu bot and run it there?

Yep, just install it on your server and you're good to go

Welp. I'll use it in the future :p Thanks.
But, anyone got any alternative ways for now?

#5 Re: Bots and Programming » [Closed] [Question] Hosting BAL bots » 2016-07-04 20:24:15

Koya wrote:
Hidden text

So basically, use mono project to make an ubuntu bot and run it there?

#6 Re: Bots and Programming » [Closed] [Question] Hosting BAL bots » 2016-07-04 20:16:58

Koya wrote:

If you want it running 24/7 then a VPS is your best option - but note that currently your account can only be connected to the game through 1 IP (Proc uses the account YONOM to be able to run 24/7).

I've run bots on https://contabo.com/?show=vps which I recommend

I'll consider trying it once I can but I can't get a VPS atm, hence why I started this topic. I need alternative ways to do it. I thought of making the bot using the PlayerIO android .ag file but that would probably be inefficient.

EDIT: P.S. Is it possible to run them on a linux server?

#7 Bots and Programming » [Closed] [Question] Hosting BAL bots » 2016-07-04 20:03:37

DarkDragon4900
Replies: 10

Is there any way to host a BAL bot other than buying an expensive vps/dedicated server? I tried uploading a server code dll to playerio with some code from PlayerIOClient but using external dlls isn't allowed. Are there any other ways to do it?

#8 Re: Bots and Programming » [Meta!] A Census! [YOU THERE. POST HERE.] » 2016-07-03 11:14:29

The wolves were dragons in my case.

A few months after I joined EE (around 2014), I started with C#, and I'm slowly moving to other languages (too lazy). And it's

Tomahawk wrote:

only a hobby.

But I do enjoy it a lot and it takes a rather large part of my life as a no-lifer.

Private bots, yes, a lot. I tried to make a few BALs before but I was always either too late or couldn't finish it.

Purple.

I wouldn't say that I'm an expert nor a rookie. Enough said.

#9 Re: Bots and Programming » Message whitelist vs blacklist » 2016-07-03 11:02:53

AlphaJon wrote:

There are no custom messages, because if you play from the flash, you can't send them, and the client would just throw the custom messages away becaise it doesn't know what to do with them.
So the only way to communicate via custom messages would be bot to bot or custom client, so you can easily see how this isn't useful for gameplay.

As I mentioned earlier, you can send custom messages but you cant receive them. The server doesn't know what to do with them.
And it would be rather useful. We could use multiple bots for BALs instead of one.

Anyway, the only way we can send custom messages through EE atm is to use the existing messages to send our own.

#10 Re: Bots and Programming » Message whitelist vs blacklist » 2016-07-02 11:41:25

den3107 wrote:
DarkDragon4900 wrote:

It's all in the server. If you were to edit the serverside code and add your custom message to it so it broadcasts it to everyone, it would work. But you could use existing messages to send whatever kind of message you're trying to send, just as it is possible (and been proven to be possible, obviously) to send files over EE, using normal messages. In this case, block messages.

Don't messages get blocked when the parameters are invalid?

They do because the purpose of the server is to receive the messages, read their type and parameters and decide what to do with them. The serverside code has a switch (message.Type) pretty much similar to that in a client, where it broadcasts the received messages to everyone in the room or sends it to a specific person, (or does other things with it).
But I guess that they could simply add something like Broadcast(m.Type, params object[] parameters);
It's easy to make a playerio server to see how it works. Maybe you should give it a try.

e.g.

Oh and no, it just sends the message to everyone else. I'm not aware of how it sends it but it doesn't convert it to binary. Unless it's done deep within the Game Library.dll

#11 Re: Bots and Programming » Message whitelist vs blacklist » 2016-07-01 12:45:49

It's all in the server. If you were to edit the serverside code and add your custom message to it so it broadcasts it to everyone, it would work. But you could use existing messages to send whatever kind of message you're trying to send, just as it is possible (and been proven to be possible, obviously) to send files over EE, using normal messages. In this case, block messages.

#12 Re: Bots and Programming » [Release] NinjaBot! V6.0b [fixed] - Building boss-to-codes FAST! » 2015-07-08 20:41:53

ninjasupeatsninja wrote:

yea i will, however i don't think i will be able to forcee  the user to get the next update .3.

Tf.

bool validVersion;
if (!(validVersion = new WebClient().DownloadString("your free text only version webpage here(you can use the web000 thing or whatever it's called)") == "1.2.3"))
{
MessageBox.Show("Please update.");
// And you can open the bot page here, too.
}

#14 Re: Bots and Programming » [Release] NinjaBot! V6.0b [fixed] - Building boss-to-codes FAST! » 2015-07-07 13:16:19

Freckleface wrote:

Ok but still why does his bot do this? It works fine for like5-10 mins but then there's please leave this world sux {38} spammed to every player in pms

Cuz ninja's a troll.

#15 Re: Bots and Programming » Multiple timers » 2015-07-06 21:19:11

Because you wouldn't want all of the users in a room to die because of one of the players' failure in survival.

#16 Re: Bots and Programming » [Release] NinjaBot! V6.0b [fixed] - Building boss-to-codes FAST! » 2015-07-06 19:03:03

*snip*

It's on a for loop and it's thread is going to run until the loop is terminated or the process is shut down.
Press CTRL + SHIFT + ESC (People usually press ctrl + alt + delete and then click task manager but ctrl + shift+ esc saves you 5 secs of your life)
Highlight the bot process thing and click end process.
And voila.

[Edit] Or just reconnect //forums.everybodyedits.com/img/smilies/tongue

#17 Re: Bots and Programming » Multiple timers » 2015-07-06 13:28:06

I just don't get how you want all of the players to share the same survival meters.

#18 Re: Bots and Programming » Multiple timers » 2015-07-06 12:41:44

eeisold wrote:

*snip*

So, buzzerbee says a variable for each instance (non-static) whereas my suggestion would be a max of three (or even one) timer instance (static) for all players.
(in that case, you wouldn't access the local, you'd loop through all the players.)

Wait, so you mean that he should only use 3 timers that represent all of the players' hunger, thirst and sleep (or whatever his survival factors are) needs?

#19 Re: Bots and Programming » Multiple timers » 2015-07-04 18:30:31

BuzzerBee wrote:
den3107 wrote:

Use a list of Tuples, where the tuple consists out of an int (player id), and 3 timers.

Everytime a player joins you add a tuple to the list and start the timers whenever.

I suggest though not to start the timer the moment they join, but make a small lobby, where a purple switch (or something) will notify your bot the player is joining the actual game.

Hope this helps.

I wouldn't use a Tuple, I would make a Player class with a timer as a variable.

^ yep.
And add them to a dictionary/list or something.

#20 Re: Bots and Programming » [Idea] MultiBot: A Web Bot » 2015-07-03 19:00:53

Hexagon wrote:
Zumza wrote:

I was thinking on a javascript, in-browser, bot.

You could try to do it in javascript; Atilla almost had PlayerIO.js finished so you might be able to ask Atilla about it if you need a head start.

Otherwise, you can program a bot in ActionScript, and interface the swf with javascript to your website.

Atilla refuses to help with anything related to everybody edits so I doubt you'd have a success getting that PlayerIO.js thing.

#21 Re: Bots and Programming » [Idea] MultiBot: A Web Bot » 2015-07-03 14:11:35

Different55 wrote:

I prefer WINE to the PlayOn*s. I couldn't get either of them to work with some of my programs even though they're both just wrappers for WINE, right?

I guess so, and though wine doesn't run all kinds of exes, it still does fine.
And playons never worked for me either.

#22 Re: Bots and Programming » Simple bot » 2015-07-02 21:04:12

There.

Off Topic

#23 Re: Bots and Programming » [Idea] MultiBot: A Web Bot » 2015-07-02 20:09:12

Wine can be used to run windows executables on both mac os x and linux.

#24 Re: Bots and Programming » [Release] NinjaBot! V6.0b [fixed] - Building boss-to-codes FAST! » 2015-06-30 10:25:12

You can loop through all of the controls and make them disabled and leave the login form thing enabled. (The second comment here explains it)

den3107 wrote:

An update without the bombing or whatever wouldn't really fix the problem.
People will just keep the old versions, and since those old versions don't have the 'feature' that force them to update the bot to use it, they're still free to use the bombing and spam worlds.

Yet still I suggest blocking the bombinbgin a world other than your own in the next update, in the hope everybody will update and delete all older versions.

And thats why I make a free website where I store the version variable of any bot I release to the public.

#25 Re: Bots and Programming » EEClient - CANCELLED » 2015-06-29 20:41:24

You could add whatever you want the bot to do in a flash client rather than port the client to C#.

Board footer

Powered by FluxBB

[ Started around 1734796794.9538 - Generated in 0.221 seconds, 9 queries executed - Memory usage: 1.67 MiB (Peak: 1.9 MiB) ]