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 OCSBot v1.3- Uploaded to Grimy's 
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Unread post OCSBot v1.3- Uploaded to Grimy's
We have uploaded v1.3 of the OCSBot to Grimy's. A few changes have been made from v1.2.

Description:
Welcome to our creation, the OCSBot. OCS stands for Officer Candidate School, which was a design concept for training. The concept was to provide an online bot for players to access database information relating to the game TradeWars. The player can access a menu of various topics and have the info sent to them on a set SS channel.

OCSBot will sit in the game and wait until it is called upon. The script was created to use SS channel 4357, and will post this in a General Announcement on a rotating schedule. When a player sets their SS channel to 4357, they can type "ocsbot" on SS (no quotes) and the script will respond with a menu. If they want to access a selection, they type "ocsbot #" (no quotes), where # is the number assigned to that particular help file.

This script was designed to run on the Host side. We've included a text file for SysOps on how to configure script for their game(s). This is a helper bot for Sysops to place in a game to assist new players. It is not to be confused with bots that control players.

Release Notes:
This release changes the OCSBot logon feature. The script will now save your choices you input from the menu and if you disconnect, it will reconnect, load your choices and resume rather than taking you back to the menu.

The OCSBot now uses the Admin port.

This version also includes an edit add-on feature. This will allow SysOps to include any server-side script for a specific game edit and have the OCSBot manage it. For example, we have an edit we created called Stargate Atlantis. I have created a script that runs with the OCSBot that will simulate the gate dialing process when players call upon it. The steps in the game edit we use are as follows:

a) Player sends the specific msg to OCSBot that is broadcasted in a General Announcement
b) The script will respond to the player and 2 way communication between player and script is established
c) The script runs and responds according to the script created; players can use the Stargate from one point to another
d) Once completed, the OCSBot resumes it's regular duties

There are two help files included in the archive. One is the install instructions and one is the instructions to use the edit add-on feature.

If you have any questions or need assistance, feel free to contact me.

_________________
-Thrawn

But risk has always been an inescapable part of warfare.

--

Knight to Queen's Bishop 3


Last edited by Thrawn on Sat Aug 08, 2009 9:48 am, edited 1 time in total.



Fri Aug 07, 2009 4:42 pm
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Unread post Re: OCSBot v1.3- Uploaded to Grimy's
Hey Thrawn, I'll give it a go on my Server! Great Work!

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Fri Aug 07, 2009 5:59 pm
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Unread post Re: OCSBot v1.3- Uploaded to Grimy's
LoneStar wrote:
Hey Thrawn, I'll give it a go on my Server! Great Work!


Thanks. Daala and I worked all day on it yesterday and we were very pleased that it worked. I am now working on edit add-on scripts for our other games we run OCSBot on. This will allow users to get edit information from OCSBot directly in-game, not just from the website or TWGS Announcement.

Another script we are working on is a "computer player" that plays. We have it creating planets, fortifying sectors, and trading. Runs great so far, and now we will start expanding from there. A lot of work has gone into this as we had to capture all the available and possible responses, etc. Hopefully our tests will produce great results and then we can release that one if there is an interest.

'Course, could not have done it without direction and help in the past from scripters like you, Promethius, Sing, and others.

_________________
-Thrawn

But risk has always been an inescapable part of warfare.

--

Knight to Queen's Bishop 3


Fri Aug 07, 2009 7:12 pm
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