Version 1.1.3 (10/4/2003)
- Fixed bug when "animate" and "me" are concatenated to "animateme". (Thanks TZ!)
Version 1.1.2 (6/7/2003)
- Replaced SDK with 3.4 version. The program is still not finalized - use at your own risk!
Known bug: he program handles only the FIRST occurence of the animate command in the action line.
Version 1.1.0 (4/20/2000 11AM EST)
New features:
Added editable listbox for the textures where the
user can decide if he wants to use the mask for a given texture.
Added option flag not to search for new textures
(operates only on the given list).
Added option flag to read the textures from a local
path instead of the web.
Changed the behavior if the texture doesn't exist AT ALL - replaces by the texturename NULL. (not implemented yet!)
Version 1.0.4 (4/18/2000 7PM EST)
Feature change:
The bot keeps the animate format if the action line
contains astart, adone or name commands to keep the timing features compatible
with 2.2 (Thanks TZ)
Version 1.0.3 (4/18/2000 6PM EST)
Fixes:
Bot did not read the object path variable
properly if the user was an eminent domain.
INI file filename recording was wrong.
Receiving "connection reset" from xoom.com
caused crash
New feature:
If the bot owner is an eminent domain, he
can override the Object Path read from the world parameters by the typed
in value.
Version 1.0.2 (4/17/2000 8AM EST)
Fixes:
Compatibility fix requires the AW2.2 command
first, then the AW3.0. Done.
example:
create animate me fw 6 6 300;activate noise hfx2.wav
------ converted to :
create animate me fw 6 6 300, animate mask me fw 6 6 300;activate
noise hfx2.wav
The bot attempts to put back the OLD object
if the new one fails (not tested too much)
Version 1.0
The bot's main purpose to convert the "animate me blah 1 1 0" or similar
animations into AW 3.0 format. It can make the conversion backward compatible
with AW2.2.
This is a Robot - based on the AW SDK Build 16.
Usage and distribution of this program is free but reverse engineering
is not allowed :)
The following actions performed:
animate me xxx. 1 1 0 -> texture xxx (mask=xxxm)
if mask file xxxm exists
animate me xxx 1 1 0-> texture xxx1 (mask=xxx1m)
if mask file xxx1m exists
animate me xxx n 1 0 z-> texture xxxz (mask=xxxzm)
if mask file xxxzm exists
animate me xxx n k 0 z1 z2 ... zk -> animate (mask) me
insertion if mask file xxxz1m exists
example:
create animate me fw 6 6 300;activate noise hfx2.wav
------ converted to :
create animate mask me fw 6 6 300,animate me fw 6 6 300;activate
noise hfx2.wav
The robot has the following parameters:
BotOwner - is the AW citizen number for the bot's owner.
PrivPassword - is the owner's privilege password (needed for
the bot to be able to log into the Universe)
World Name - is the world where the bot will be used (the
world rights options have to have citizen's number in the "Bots" line.)
Builder Number - is the citizen number for the objects to be
changed. If you put "*" there - it will change ALL builder's work. Of course
for that feature you have to have caretaker right in the world.
ObjectPath - if you don't have caretaker right in the target
world, you have to specify the exact object path (like objects.activeworlds.com/aw)
Center Coordinate - Set it for the area center. (AW unit size)
Covered Range - is the size of the area centered around the
Center Coordinate for the animate conversion (given in meters!!)
TestOnly - VERY important you run first with this box checked
to see the results of the conversion. The bot will NOT do any delete and
addition to the world with this box checked.
AW2.2 Compatibility - chekc this box if you want the animation
be visible by both the AW 2.2 and the AW3.0 browser. WARNING! This feature
adds significant amount to the action field. It can cause the BI to refuse
the addition of the new object!
Verbose Log - to record detailed messages from the program.
Robot Building Speed - is a needed option if the World you use has a policy against robobuilders (like AW Prime).
To keep the original build time stamp, you have to have Eminent Domain
rights in the world.
The robot starts with a default INI file (animbot.ini in the same directory
where the robot started). All values you enter onto the parameters above
will be registered in the INI file, so next time you start it there will
be no need to reenter them again.
The ini file will hold all the resolved textures which it encounters
while running so in the next run it doesn't have to check the object server
for the mask file again.
The robot log file format is the standard prop structure with the additional
information.
Accessed since 4/17/2000: