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		<updated>2026-04-23T21:58:10Z</updated>
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	<entry>
		<id>http://wiki.minegoboom.com/index.php?title=Troubleshooting_Modules&amp;diff=6185</id>
		<title>Troubleshooting Modules</title>
		<link rel="alternate" type="text/html" href="http://wiki.minegoboom.com/index.php?title=Troubleshooting_Modules&amp;diff=6185"/>
				<updated>2011-01-22T22:12:00Z</updated>
		
		<summary type="html">&lt;p&gt;Hakaku: /* My module crashes whenever I try to use an interface! */ redundant&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are some general solutions to help you solve a problem with a module that you just wrote.&lt;br /&gt;
Keep in mind that these are suggestions, and may not always be correct.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== My module works when I put it in modules.conf, but the zone crashes when I use ?insmod, why? ==&lt;br /&gt;
&lt;br /&gt;
Chances are, you are doing something in the CB_ARENAACTION callback, and are doing something in the AA_PRECREATE or AA_CREATE states.&lt;br /&gt;
Simply do this when the module loads:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Arena *a;&lt;br /&gt;
Link *link;&lt;br /&gt;
aman-&amp;gt;Lock();&lt;br /&gt;
FOR_EACH_ARENA(a)&lt;br /&gt;
{&lt;br /&gt;
	ArenaAction(a,AA_PRECREATE);&lt;br /&gt;
	ArenaAction(a,AA_CREATE);&lt;br /&gt;
}&lt;br /&gt;
aman-&amp;gt;Unlock();&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== When my module is in modules.conf, players can not enter the zone, or when I use ?insmod, players can not switch arenas and I get errors about player states! ==&lt;br /&gt;
&lt;br /&gt;
You may be using arena data improperly.&lt;br /&gt;
Be sure you have gotten the I_ARENAMAN interface and have used AllocateArenaData() properly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== My module keeps failing to load! ==&lt;br /&gt;
&lt;br /&gt;
Be sure you have all the necessary modules needed for your module to run.&lt;br /&gt;
Make sure your module loads after the modules it is dependant on are already loaded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== My module crashes whenever I try to use an interface! ==&lt;br /&gt;
&lt;br /&gt;
Make sure you have gotten the interface by using &amp;lt;tt&amp;gt;GetInterface()&amp;lt;/tt&amp;gt; properly, that the assigned interface variable is unique, and that you verify whether or not the interface is valid by checking to see if it is not defined.  The latter is typically done in the entry point, as shown [[Writing Modules In C#Using Interfaces|here]], by adding an if-statement and returning &amp;lt;tt&amp;gt;MM_FAIL&amp;lt;/tt&amp;gt; on failure.  If the interface is being called at some other point in the code, make sure to verify if it is defined and to handle cases throughout your code where it may not be valid.&lt;br /&gt;
&lt;br /&gt;
Note also that if a parent interface does not check to see if it is still being used by other modules before unloading, it may cause instability in your zone and eventually result in a crash when a module calls that interface again.&lt;br /&gt;
&lt;br /&gt;
== My module will not compile! Why can't my compiler find certain things? ==&lt;br /&gt;
&lt;br /&gt;
Sometimes, #include asss.h is not enough.&lt;br /&gt;
Only the core header files are in asss.h, and you will need to manually include any others.&lt;br /&gt;
This may also be true if you are using a custom interface.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Why does my module keep crashing when a player leaves the zone? ==&lt;br /&gt;
&lt;br /&gt;
You may be saving the player pointer somewhere, and then are trying to access it after the player leaves.&lt;br /&gt;
This does not work because the pointer becomes invalid when the player leaves.&lt;br /&gt;
Your module is informed when this happens by the CB_NEWPLAYER callback.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Module]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Hakaku</name></author>	</entry>

	<entry>
		<id>http://wiki.minegoboom.com/index.php?title=List_of_Custom_Modules&amp;diff=6178</id>
		<title>List of Custom Modules</title>
		<link rel="alternate" type="text/html" href="http://wiki.minegoboom.com/index.php?title=List_of_Custom_Modules&amp;diff=6178"/>
				<updated>2011-01-20T17:48:01Z</updated>
		
		<summary type="html">&lt;p&gt;Hakaku: +2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Provided below is a list of custom modules and projects for ASSS which have been released for public use. Although several of them were designed for previous versions of ASSS, most of them still work when recompiled against the most recent release of ASSS, often with with little to no modifications necessary.&lt;br /&gt;
&lt;br /&gt;
For help on how to compile C modules, see [[Installing New Modules]] for more details.&lt;br /&gt;
&lt;br /&gt;
= Open Source =&lt;br /&gt;
== ASSS 1.5.0 ==&lt;br /&gt;
; C&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=8425 ASSS Command List Module] - Cheese&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=8673 ASSS Files/Quickfix Module Combo Pack] - Cheese&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=8429 ASSS Multipub Module] - Cheese&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=8773 LVZHUD] - Samapico&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=8690 Small module to help testing other modules] - D1st0rt&lt;br /&gt;
&lt;br /&gt;
; Projects&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=8629 ACE -- ASSS C Enricher (beta)] - Arnk Kilo Dylie&lt;br /&gt;
&lt;br /&gt;
== ASSS 1.4.4 ==&lt;br /&gt;
; C&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=8676 ASSS Flags Module] - Cheese&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=8470 ball_motion] - Goldeye&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=8384 Colors] - Cheese&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=8425 Command List] - Cheese&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=8714 Deanti] - Hakaku&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=8716 ?doors] - Hakaku&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=8715 Flag Statistics] - Hakaku&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7469 fm_shiplimits] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=8095 Fuschia] - Dr Brain&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?p=78585#78585 Goal Callback example]&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=8092 hs_util] - Dr Brain&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?p=79093#79093 Jackpot Music Lock] - Hakaku&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7560 King of the Hill] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=8530 Multinews] - JoWie&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=8640 Setting banners (example)] - Hakaku&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=8431 Sql Query] - Cheese&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7757 Staff Message of the Day] - JoWie&lt;br /&gt;
&lt;br /&gt;
; Python&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=8171 Automated Team Picking] - D1st0rt&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=3975 Bounty Rabbit] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=8402 Optparser] - D1st0rt&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?p=82108#82108 Region-activated LVZ popup (example)] - JoWie&lt;br /&gt;
&lt;br /&gt;
; Projects&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=8382 Hosted Game Core] - D1st0rt&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?p=80108#80108 Paintball Modules] - Bak&lt;br /&gt;
&lt;br /&gt;
== ASSS 1.4.2 - 1.4.3 ==&lt;br /&gt;
; C&lt;br /&gt;
* [http://toktok.sscentral.com/ss-asss.html Autobrick] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=6567 Chatmenu] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=4882 Controllable doors] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=3758 CTF flag game] - Smong&lt;br /&gt;
* [http://toktok.sscentral.com/ss-asss.html Digithud] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=6187 hs_ufo] - Dr Brain&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7059 Initial] - Bak&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7614 Jpcounter2] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7609 Per ship lvz] - JoWie&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=6984 radarzoom - per ship MapZoomFactor] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7399 Region Triggers] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7563 Spree] - Smong, JoWie&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7507 Swappable game interface] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7608 Thor Level] - JoWie&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7055 Vehicles] - Bak&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7462 Zombie] - Animate Dreams&lt;br /&gt;
&lt;br /&gt;
; Python&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=3564 Autoprize] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7506 Craters] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=6117 Dodgeball] - xsp0rtsfanx, Chambahs&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7614 fg_wz_spawns] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7454 Goal Spree] - BDwinsAlt&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7361 Kill lvz] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7391 Noise upon entering] - BDwinsAlt&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7724 ShipFX] - Jonus&lt;br /&gt;
* [http://toktok.sscentral.com/ss-asss.html Soundenter2] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7718 Staff Application] - Jonus&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7732 SubSpace Casino] - Jonus&lt;br /&gt;
* [http://toktok.sscentral.com/ss-asss.html Suggest] - Smong&lt;br /&gt;
&lt;br /&gt;
; Projects&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=5629 CNC Generals] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=6035 Direct ASSS Web Stats] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7409 Hyperspace Core Modules] - Dr Brain&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=5629 Unreal Tournament] - Chambahs, Smong, others &lt;br /&gt;
&lt;br /&gt;
== ASSS 1.3.6 - 1.4.0 ==&lt;br /&gt;
; C&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=4776 Cmdalias] - Bak&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=4817 Drone] - Bak&lt;br /&gt;
* [http://toktok.sscentral.com/ss-asss.html Nomysql] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=4159 Poll] - Bak&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=4279 Prize Management System] - 50% Packetloss&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=4777 Togglespec] - Bak&lt;br /&gt;
&lt;br /&gt;
; Python&lt;br /&gt;
* [http://toktok.sscentral.com/ss-asss.html Autowarp3] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=4865 Elim] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=4262 Guessing game] - Chambahs, Smong&lt;br /&gt;
* [http://toktok.sscentral.com/ss-asss.html Note] - Smong&lt;br /&gt;
* [http://toktok.sscentral.com/ss-asss.html To do] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=5426 Turretwar] - D1st0rt&lt;br /&gt;
* [http://toktok.sscentral.com/ss-asss.html Wipeout] - Smong&lt;br /&gt;
&lt;br /&gt;
== ASSS 1.2.x - 1.3.5 ==&lt;br /&gt;
; C&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=3690 Afk] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=3306 hs_antiwarp] - Dr Brain&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=3305 hs_listnewb] - Dr Brain&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=3229 %macro expander] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=3004 Moveto] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=3228 Race] - Smong, i88gerbils&lt;br /&gt;
&lt;br /&gt;
; Python&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=3974 Blackjack] - Chambahs&lt;br /&gt;
&lt;br /&gt;
== ASSS 0.9.x - 1.1.x ==&lt;br /&gt;
; C&lt;br /&gt;
* [http://toktok.sscentral.com/ss-asss.html autowarp2] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=3162 Flag neuter] - Dr Brain&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=1888 No anti in centre] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=2467 Putmap] - Dr Brain&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=3163 Simple region tools] - Dr Brain&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=801 Teamkill] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=801 Triggers] - Smong&lt;br /&gt;
* [http://toktok.sscentral.com/ss-asss.html Warper] - Smong&lt;br /&gt;
&lt;br /&gt;
= Close Source =&lt;br /&gt;
; C&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=6757 Bot with Damage] - Smong&lt;br /&gt;
* [http://toktok.sscentral.com/ss-asss.html Cheat Detection] - Smong&lt;br /&gt;
&lt;br /&gt;
[[Category:Custom Modules]]&lt;/div&gt;</summary>
		<author><name>Hakaku</name></author>	</entry>

	<entry>
		<id>http://wiki.minegoboom.com/index.php?title=List_of_Custom_Modules&amp;diff=6177</id>
		<title>List of Custom Modules</title>
		<link rel="alternate" type="text/html" href="http://wiki.minegoboom.com/index.php?title=List_of_Custom_Modules&amp;diff=6177"/>
				<updated>2011-01-20T15:39:29Z</updated>
		
		<summary type="html">&lt;p&gt;Hakaku: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Provided below is a list of custom modules and projects for ASSS which have been released for public use. Although several of them were designed for previous versions of ASSS, most of them still work when recompiled against the most recent release of ASSS, often with with little to no modifications necessary.&lt;br /&gt;
&lt;br /&gt;
For help on how to compile C modules, see [[Installing New Modules]] for more details.&lt;br /&gt;
&lt;br /&gt;
= Open Source =&lt;br /&gt;
== ASSS 1.5.0 ==&lt;br /&gt;
; C&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=8425 ASSS Command List Module] - Cheese&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=8673 ASSS Files/Quickfix Module Combo Pack] - Cheese&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=8429 ASSS Multipub Module] - Cheese&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=8773 LVZHUD] - Samapico&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=8690 Small module to help testing other modules] - D1st0rt&lt;br /&gt;
&lt;br /&gt;
; Projects&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=8629 ACE -- ASSS C Enricher (beta)] - Arnk Kilo Dylie&lt;br /&gt;
&lt;br /&gt;
== ASSS 1.4.4 ==&lt;br /&gt;
; C&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=8676 ASSS Flags Module] - Cheese&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=8470 ball_motion] - Goldeye&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=8384 Colors] - Cheese&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=8425 Command List] - Cheese&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=8714 Deanti] - Hakaku&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=8716 ?doors] - Hakaku&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=8715 Flag Statistics] - Hakaku&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7469 fm_shiplimits] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=8095 Fuschia] - Dr Brain&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?p=78585#78585 Goal Callback example]&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=8092 hs_util] - Dr Brain&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?p=79093#79093 Jackpot Music Lock] - Hakaku&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7560 King of the Hill] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=8640 Setting banners (example)] - Hakaku&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=8431 Sql Query] - Cheese&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7757 Staff Message of the Day] - JoWie&lt;br /&gt;
&lt;br /&gt;
; Python&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=8171 Automated Team Picking] - D1st0rt&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=3975 Bounty Rabbit] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=8402 Optparser] - D1st0rt&lt;br /&gt;
&lt;br /&gt;
; Projects&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=8382 Hosted Game Core] - D1st0rt&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?p=80108#80108 Paintball Modules] - Bak&lt;br /&gt;
&lt;br /&gt;
== ASSS 1.4.2 - 1.4.3 ==&lt;br /&gt;
; C&lt;br /&gt;
* [http://toktok.sscentral.com/ss-asss.html Autobrick] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=6567 Chatmenu] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=4882 Controllable doors] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=3758 CTF flag game] - Smong&lt;br /&gt;
* [http://toktok.sscentral.com/ss-asss.html Digithud] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=6187 hs_ufo] - Dr Brain&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7059 Initial] - Bak&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7614 Jpcounter2] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7609 Per ship lvz] - JoWie&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=6984 radarzoom - per ship MapZoomFactor] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7399 Region Triggers] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7563 Spree] - Smong, JoWie&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7507 Swappable game interface] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7608 Thor Level] - JoWie&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7055 Vehicles] - Bak&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7462 Zombie] - Animate Dreams&lt;br /&gt;
&lt;br /&gt;
; Python&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=3564 Autoprize] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7506 Craters] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=6117 Dodgeball] - xsp0rtsfanx, Chambahs&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7614 fg_wz_spawns] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7454 Goal Spree] - BDwinsAlt&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7361 Kill lvz] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7391 Noise upon entering] - BDwinsAlt&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7724 ShipFX] - Jonus&lt;br /&gt;
* [http://toktok.sscentral.com/ss-asss.html Soundenter2] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7718 Staff Application] - Jonus&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7732 SubSpace Casino] - Jonus&lt;br /&gt;
* [http://toktok.sscentral.com/ss-asss.html Suggest] - Smong&lt;br /&gt;
&lt;br /&gt;
; Projects&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=5629 CNC Generals] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=6035 Direct ASSS Web Stats] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7409 Hyperspace Core Modules] - Dr Brain&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=5629 Unreal Tournament] - Chambahs, Smong, others &lt;br /&gt;
&lt;br /&gt;
== ASSS 1.3.6 - 1.4.0 ==&lt;br /&gt;
; C&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=4776 Cmdalias] - Bak&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=4817 Drone] - Bak&lt;br /&gt;
* [http://toktok.sscentral.com/ss-asss.html Nomysql] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=4159 Poll] - Bak&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=4279 Prize Management System] - 50% Packetloss&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=4777 Togglespec] - Bak&lt;br /&gt;
&lt;br /&gt;
; Python&lt;br /&gt;
* [http://toktok.sscentral.com/ss-asss.html Autowarp3] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=4865 Elim] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=4262 Guessing game] - Chambahs, Smong&lt;br /&gt;
* [http://toktok.sscentral.com/ss-asss.html Note] - Smong&lt;br /&gt;
* [http://toktok.sscentral.com/ss-asss.html To do] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=5426 Turretwar] - D1st0rt&lt;br /&gt;
* [http://toktok.sscentral.com/ss-asss.html Wipeout] - Smong&lt;br /&gt;
&lt;br /&gt;
== ASSS 1.2.x - 1.3.5 ==&lt;br /&gt;
; C&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=3690 Afk] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=3306 hs_antiwarp] - Dr Brain&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=3305 hs_listnewb] - Dr Brain&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=3229 %macro expander] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=3004 Moveto] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=3228 Race] - Smong, i88gerbils&lt;br /&gt;
&lt;br /&gt;
; Python&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=3974 Blackjack] - Chambahs&lt;br /&gt;
&lt;br /&gt;
== ASSS 0.9.x - 1.1.x ==&lt;br /&gt;
; C&lt;br /&gt;
* [http://toktok.sscentral.com/ss-asss.html autowarp2] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=3162 Flag neuter] - Dr Brain&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=1888 No anti in centre] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=2467 Putmap] - Dr Brain&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=3163 Simple region tools] - Dr Brain&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=801 Teamkill] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=801 Triggers] - Smong&lt;br /&gt;
* [http://toktok.sscentral.com/ss-asss.html Warper] - Smong&lt;br /&gt;
&lt;br /&gt;
= Close Source =&lt;br /&gt;
; C&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=6757 Bot with Damage] - Smong&lt;br /&gt;
* [http://toktok.sscentral.com/ss-asss.html Cheat Detection] - Smong&lt;br /&gt;
&lt;br /&gt;
[[Category:Custom Modules]]&lt;/div&gt;</summary>
		<author><name>Hakaku</name></author>	</entry>

	<entry>
		<id>http://wiki.minegoboom.com/index.php?title=List_of_Custom_Modules&amp;diff=6176</id>
		<title>List of Custom Modules</title>
		<link rel="alternate" type="text/html" href="http://wiki.minegoboom.com/index.php?title=List_of_Custom_Modules&amp;diff=6176"/>
				<updated>2011-01-20T15:38:38Z</updated>
		
		<summary type="html">&lt;p&gt;Hakaku: /* ASSS 1.4.4 */ Updated list (I may have gotten some wrongly categorized)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Provided below is a list of custom modules and projects for ASSS which have been released for public use. Although several of them were designed for previous versions of ASSS, most of them still work when recompiled against the most recent release of ASSS, often with with little to no modifications necessary.&lt;br /&gt;
&lt;br /&gt;
For help on how to compile C modules, see [[Installing New Modules]] for more details.&lt;br /&gt;
&lt;br /&gt;
= Open Source =&lt;br /&gt;
== ASSS 1.5.0 ==&lt;br /&gt;
; C&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=8425 ASSS Command List Module] - Cheese&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=8673 ASSS Files/Quickfix Module Combo Pack] - Cheese&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=8429 ASSS Multipub Module] - Cheese&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=8773 LVZHUD] - Samapico&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=8690 Small module to help testing other modules] - D1st0rt&lt;br /&gt;
&lt;br /&gt;
== ASSS 1.4.4 ==&lt;br /&gt;
; C&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=8676 ASSS Flags Module] - Cheese&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=8470 ball_motion] - Goldeye&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=8384 Colors] - Cheese&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=8425 Command List] - Cheese&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=8714 Deanti] - Hakaku&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=8716 ?doors] - Hakaku&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=8715 Flag Statistics] - Hakaku&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7469 fm_shiplimits] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=8095 Fuschia] - Dr Brain&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?p=78585#78585 Goal Callback example]&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=8092 hs_util] - Dr Brain&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?p=79093#79093 Jackpot Music Lock] - Hakaku&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7560 King of the Hill] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=8640 Setting banners (example)] - Hakaku&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=8431 Sql Query] - Cheese&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7757 Staff Message of the Day] - JoWie&lt;br /&gt;
&lt;br /&gt;
; Python&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=8171 Automated Team Picking] - D1st0rt&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=3975 Bounty Rabbit] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=8402 Optparser] - D1st0rt&lt;br /&gt;
&lt;br /&gt;
; Projects&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=8629 ACE -- ASSS C Enricher (beta)] - Arnk Kilo Dylie&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=8382 Hosted Game Core] - D1st0rt&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?p=80108#80108 Paintball Modules] - Bak&lt;br /&gt;
&lt;br /&gt;
== ASSS 1.4.2 - 1.4.3 ==&lt;br /&gt;
; C&lt;br /&gt;
* [http://toktok.sscentral.com/ss-asss.html Autobrick] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=6567 Chatmenu] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=4882 Controllable doors] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=3758 CTF flag game] - Smong&lt;br /&gt;
* [http://toktok.sscentral.com/ss-asss.html Digithud] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=6187 hs_ufo] - Dr Brain&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7059 Initial] - Bak&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7614 Jpcounter2] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7609 Per ship lvz] - JoWie&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=6984 radarzoom - per ship MapZoomFactor] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7399 Region Triggers] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7563 Spree] - Smong, JoWie&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7507 Swappable game interface] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7608 Thor Level] - JoWie&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7055 Vehicles] - Bak&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7462 Zombie] - Animate Dreams&lt;br /&gt;
&lt;br /&gt;
; Python&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=3564 Autoprize] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7506 Craters] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=6117 Dodgeball] - xsp0rtsfanx, Chambahs&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7614 fg_wz_spawns] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7454 Goal Spree] - BDwinsAlt&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7361 Kill lvz] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7391 Noise upon entering] - BDwinsAlt&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7724 ShipFX] - Jonus&lt;br /&gt;
* [http://toktok.sscentral.com/ss-asss.html Soundenter2] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7718 Staff Application] - Jonus&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7732 SubSpace Casino] - Jonus&lt;br /&gt;
* [http://toktok.sscentral.com/ss-asss.html Suggest] - Smong&lt;br /&gt;
&lt;br /&gt;
; Projects&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=5629 CNC Generals] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=6035 Direct ASSS Web Stats] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7409 Hyperspace Core Modules] - Dr Brain&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=5629 Unreal Tournament] - Chambahs, Smong, others &lt;br /&gt;
&lt;br /&gt;
== ASSS 1.3.6 - 1.4.0 ==&lt;br /&gt;
; C&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=4776 Cmdalias] - Bak&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=4817 Drone] - Bak&lt;br /&gt;
* [http://toktok.sscentral.com/ss-asss.html Nomysql] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=4159 Poll] - Bak&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=4279 Prize Management System] - 50% Packetloss&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=4777 Togglespec] - Bak&lt;br /&gt;
&lt;br /&gt;
; Python&lt;br /&gt;
* [http://toktok.sscentral.com/ss-asss.html Autowarp3] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=4865 Elim] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=4262 Guessing game] - Chambahs, Smong&lt;br /&gt;
* [http://toktok.sscentral.com/ss-asss.html Note] - Smong&lt;br /&gt;
* [http://toktok.sscentral.com/ss-asss.html To do] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=5426 Turretwar] - D1st0rt&lt;br /&gt;
* [http://toktok.sscentral.com/ss-asss.html Wipeout] - Smong&lt;br /&gt;
&lt;br /&gt;
== ASSS 1.2.x - 1.3.5 ==&lt;br /&gt;
; C&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=3690 Afk] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=3306 hs_antiwarp] - Dr Brain&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=3305 hs_listnewb] - Dr Brain&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=3229 %macro expander] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=3004 Moveto] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=3228 Race] - Smong, i88gerbils&lt;br /&gt;
&lt;br /&gt;
; Python&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=3974 Blackjack] - Chambahs&lt;br /&gt;
&lt;br /&gt;
== ASSS 0.9.x - 1.1.x ==&lt;br /&gt;
; C&lt;br /&gt;
* [http://toktok.sscentral.com/ss-asss.html autowarp2] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=3162 Flag neuter] - Dr Brain&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=1888 No anti in centre] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=2467 Putmap] - Dr Brain&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=3163 Simple region tools] - Dr Brain&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=801 Teamkill] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=801 Triggers] - Smong&lt;br /&gt;
* [http://toktok.sscentral.com/ss-asss.html Warper] - Smong&lt;br /&gt;
&lt;br /&gt;
= Close Source =&lt;br /&gt;
; C&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=6757 Bot with Damage] - Smong&lt;br /&gt;
* [http://toktok.sscentral.com/ss-asss.html Cheat Detection] - Smong&lt;br /&gt;
&lt;br /&gt;
[[Category:Custom Modules]]&lt;/div&gt;</summary>
		<author><name>Hakaku</name></author>	</entry>

	<entry>
		<id>http://wiki.minegoboom.com/index.php?title=Troubleshooting_Modules&amp;diff=6175</id>
		<title>Troubleshooting Modules</title>
		<link rel="alternate" type="text/html" href="http://wiki.minegoboom.com/index.php?title=Troubleshooting_Modules&amp;diff=6175"/>
				<updated>2011-01-20T14:29:50Z</updated>
		
		<summary type="html">&lt;p&gt;Hakaku: /* My module crashes whenever I try to use an interface! */ Expanding&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are some general solutions to help you solve a problem with a module that you just wrote.&lt;br /&gt;
Keep in mind that these are suggestions, and may not always be correct.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== My module works when I put it in modules.conf, but the zone crashes when I use ?insmod, why? ==&lt;br /&gt;
&lt;br /&gt;
Chances are, you are doing something in the CB_ARENAACTION callback, and are doing something in the AA_PRECREATE or AA_CREATE states.&lt;br /&gt;
Simply do this when the module loads:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Arena *a;&lt;br /&gt;
Link *link;&lt;br /&gt;
aman-&amp;gt;Lock();&lt;br /&gt;
FOR_EACH_ARENA(a)&lt;br /&gt;
{&lt;br /&gt;
	ArenaAction(a,AA_PRECREATE);&lt;br /&gt;
	ArenaAction(a,AA_CREATE);&lt;br /&gt;
}&lt;br /&gt;
aman-&amp;gt;Unlock();&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== When my module is in modules.conf, players can not enter the zone, or when I use ?insmod, players can not switch arenas and I get errors about player states! ==&lt;br /&gt;
&lt;br /&gt;
You may be using arena data improperly.&lt;br /&gt;
Be sure you have gotten the I_ARENAMAN interface and have used AllocateArenaData() properly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== My module keeps failing to load! ==&lt;br /&gt;
&lt;br /&gt;
Be sure you have all the necessary modules needed for your module to run.&lt;br /&gt;
Make sure your module loads after the modules it is dependant on are already loaded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== My module crashes whenever I try to use an interface! ==&lt;br /&gt;
&lt;br /&gt;
Make sure you have gotten the interface by using &amp;lt;tt&amp;gt;GetInterface()&amp;lt;/tt&amp;gt; properly, that the assigned interface variable is unique, and that you verify whether or not the interface is valid by checking to see if it is not defined.  The latter is typically done in the entry point, as shown [[Writing Modules In C#Using Interfaces|here]], by adding an if-statement and returning &amp;lt;tt&amp;gt;MM_FAIL&amp;lt;/tt&amp;gt; on failure.  If the interface is being called at some other point in the code, make sure to verify if it is defined and to handle cases throughout your code where it may not be valid.&lt;br /&gt;
&lt;br /&gt;
Note also that if a parent interface does not check to see if it is still being used by other modules before unloading, it may cause instability in your zone and eventually result in a crash when such modules call the interface again.&lt;br /&gt;
&lt;br /&gt;
== My module will not compile! Why can't my compiler find certain things? ==&lt;br /&gt;
&lt;br /&gt;
Sometimes, #include asss.h is not enough.&lt;br /&gt;
Only the core header files are in asss.h, and you will need to manually include any others.&lt;br /&gt;
This may also be true if you are using a custom interface.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Why does my module keep crashing when a player leaves the zone? ==&lt;br /&gt;
&lt;br /&gt;
You may be saving the player pointer somewhere, and then are trying to access it after the player leaves.&lt;br /&gt;
This does not work because the pointer becomes invalid when the player leaves.&lt;br /&gt;
Your module is informed when this happens by the CB_NEWPLAYER callback.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Module]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Hakaku</name></author>	</entry>

	<entry>
		<id>http://wiki.minegoboom.com/index.php?title=Module_General_Faq&amp;diff=6174</id>
		<title>Module General Faq</title>
		<link rel="alternate" type="text/html" href="http://wiki.minegoboom.com/index.php?title=Module_General_Faq&amp;diff=6174"/>
				<updated>2011-01-20T13:59:52Z</updated>
		
		<summary type="html">&lt;p&gt;Hakaku: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== I want to put in more modules, how do I do this? ==&lt;br /&gt;
&lt;br /&gt;
'''For C modules:'''&lt;br /&gt;
&lt;br /&gt;
To add modules to a zone, to be loaded on startup, edit your &amp;lt;tt&amp;gt;conf/modules.conf&amp;lt;/tt&amp;gt; file, and add a new line containing &amp;lt;tt&amp;gt;filename:modulename&amp;lt;/tt&amp;gt;. The &amp;lt;tt&amp;gt;filename&amp;lt;/tt&amp;gt; part must be the name of an &amp;lt;tt&amp;gt;.so&amp;lt;/tt&amp;gt; or &amp;lt;tt&amp;gt;.dll&amp;lt;/tt&amp;gt; file in the zone's &amp;lt;tt&amp;gt;bin&amp;lt;/tt&amp;gt; directory.&lt;br /&gt;
&lt;br /&gt;
Or you can dynamically load the module in-game by using &amp;lt;tt&amp;gt;?insmod filename:modulename&amp;lt;/tt&amp;gt;. You can use ?help insmod for more info.&lt;br /&gt;
&lt;br /&gt;
'''For Python modules:'''&lt;br /&gt;
&lt;br /&gt;
Mostly the same thing, except you must append the line &amp;lt;tt&amp;gt;&amp;lt;py&amp;gt; modulename&amp;lt;/tt&amp;gt; in modules.conf or type &amp;lt;tt&amp;gt;?insmod &amp;lt;py&amp;gt; modulename&amp;lt;/tt&amp;gt; in-game. The &amp;lt;tt&amp;gt;modulename&amp;lt;/tt&amp;gt; should be the name of a &amp;lt;tt&amp;gt;.py&amp;lt;/tt&amp;gt; file in your zone's &amp;lt;tt&amp;gt;bin&amp;lt;/tt&amp;gt; directory.&lt;br /&gt;
&lt;br /&gt;
== I added a custom module, why aren't the commands working? ==&lt;br /&gt;
You can add new commands to the group files found in conf/groupdef.dir. Prefix cmd_ to the command to allow users to send the command publicly and privcmd_ for team and private targets.&lt;br /&gt;
&lt;br /&gt;
[[Category: Module]]&lt;br /&gt;
[[Category: FAQ]]&lt;/div&gt;</summary>
		<author><name>Hakaku</name></author>	</entry>

	<entry>
		<id>http://wiki.minegoboom.com/index.php?title=Fg_wz_Module&amp;diff=6173</id>
		<title>Fg wz Module</title>
		<link rel="alternate" type="text/html" href="http://wiki.minegoboom.com/index.php?title=Fg_wz_Module&amp;diff=6173"/>
				<updated>2011-01-20T13:54:51Z</updated>
		
		<summary type="html">&lt;p&gt;Hakaku: Changing category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The fg_wz module creates a warzone-style flag game for asss, in which one team must own all flags to win. This is the equivalent of FlagMode 1 for [[subgame]]. It uses the [[Flag Settings]].&lt;br /&gt;
&lt;br /&gt;
Required modules:&lt;br /&gt;
*flagcore&lt;br /&gt;
*mapdata&lt;br /&gt;
*config&lt;br /&gt;
*logman&lt;br /&gt;
*prng&lt;br /&gt;
&lt;br /&gt;
[[Category:Module]]&lt;/div&gt;</summary>
		<author><name>Hakaku</name></author>	</entry>

	<entry>
		<id>http://wiki.minegoboom.com/index.php?title=Search_Phrases&amp;diff=6126</id>
		<title>Search Phrases</title>
		<link rel="alternate" type="text/html" href="http://wiki.minegoboom.com/index.php?title=Search_Phrases&amp;diff=6126"/>
				<updated>2010-05-29T02:47:21Z</updated>
		
		<summary type="html">&lt;p&gt;Hakaku: Undo revision 6125 by Jstone626 (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Top 1000 search phrases for the year 2006. Feel free to use this list to create new pages that may target specific words, to help people find the information they need. They are sorted by search count, then by who knows what.&lt;br /&gt;
&lt;br /&gt;
* ASSS Wiki&lt;br /&gt;
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#	asss python modules&lt;br /&gt;
#	continuum linux wine&lt;br /&gt;
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#	continuum subspace troubleshooting&lt;br /&gt;
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#	run winecfg&lt;br /&gt;
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#	asss source code&lt;br /&gt;
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#	www.all asss.com&lt;br /&gt;
#	priit kasealu&lt;br /&gt;
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#	download spawn.cfg&lt;br /&gt;
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#	clit continuum lvz ini tool&lt;br /&gt;
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#	change computer machine id hack&lt;br /&gt;
#	asss is as&lt;br /&gt;
#	how open extension bm2&lt;br /&gt;
#	wine emulate 8 bit depth&lt;br /&gt;
#	subspace ban hack&lt;br /&gt;
#	zelda servers for subspace continuum&lt;br /&gt;
#	web installer subspace&lt;br /&gt;
#	region format wiki&lt;br /&gt;
#	chatnet protocol&lt;br /&gt;
#	download online sscc metal gear ctf&lt;br /&gt;
#	setting wine color depth&lt;br /&gt;
#	converting .bm2 extension&lt;br /&gt;
#	obscene.txt download&lt;br /&gt;
#	tutorial.rar pass&lt;br /&gt;
#	asss addword&lt;br /&gt;
#	netban id id data continuum&lt;br /&gt;
#	bouncing bombs&lt;br /&gt;
#	station infantry free&lt;br /&gt;
#	subspace mapcreator&lt;br /&gt;
#	winecfg alsa&lt;br /&gt;
#	printf align right c tutorial&lt;br /&gt;
#	unban hack&lt;br /&gt;
#	continuum directx&lt;br /&gt;
#	smod bullet time slow down&lt;br /&gt;
#	asss s&lt;br /&gt;
#	tcp ping wiki&lt;br /&gt;
#	asss show&lt;br /&gt;
#	smod maps&lt;br /&gt;
#	wine 8bit colors&lt;br /&gt;
#	dowload nip player cfg&lt;br /&gt;
#	wiki sscc&lt;br /&gt;
#	winetools-0.9&lt;br /&gt;
#	asss .set to .conf&lt;br /&gt;
#	trenchwars cfg&lt;br /&gt;
#	powerballzone asss&lt;br /&gt;
#	subspace map editor ssme&lt;br /&gt;
#	continuum 0.38 zip&lt;br /&gt;
#	continuum in linux&lt;br /&gt;
#	winecfg serial advanced settings&lt;br /&gt;
#	continuum unban hack&lt;br /&gt;
#	continuum server subspace&lt;br /&gt;
#	asss packets&lt;br /&gt;
#	color depth continuum wine&lt;br /&gt;
#	continuum tricks&lt;br /&gt;
#	bot powerbot&lt;br /&gt;
#	battlefieldzone&lt;br /&gt;
#	problems running games under wine&lt;br /&gt;
#	asss zone configuration&lt;br /&gt;
#	subspace asss server&lt;br /&gt;
#	devcpp pthread.dll&lt;br /&gt;
#	vie subspace creator&lt;br /&gt;
#	red asss&lt;br /&gt;
#	writing a python module&lt;br /&gt;
#	udp game&lt;br /&gt;
#	activateappshutdowntime&lt;br /&gt;
#	asss configuring staff&lt;br /&gt;
#	installing new modules python&lt;br /&gt;
#	ssi continuum server&lt;br /&gt;
#	bm2 extensions&lt;br /&gt;
#	machine id wiki&lt;br /&gt;
#	sysop continuum logging in&lt;br /&gt;
#	spawn.cfg file&lt;br /&gt;
#	thinkcspy pdb&lt;br /&gt;
#	winecfg color depth&lt;br /&gt;
#	how-to-patch-wine&lt;br /&gt;
#	asss zone&lt;br /&gt;
#	create a launcher to run wine&lt;br /&gt;
#	halo ctf continuum&lt;br /&gt;
#	proxys socks5 100ms&lt;br /&gt;
#	continuum ban&lt;br /&gt;
#	25 days gettickcount windows&lt;br /&gt;
#	continuum lvz ini tool&lt;br /&gt;
#	ssihosting.com&lt;br /&gt;
#	tinfo wiki continuum&lt;br /&gt;
#	mr. ekted&lt;br /&gt;
#	ssc subspace zone server hosting&lt;br /&gt;
#	0.39pr2&lt;br /&gt;
#	subspace continuum memory locations&lt;br /&gt;
#	wiki vxv&lt;br /&gt;
#	sony infantry source code&lt;br /&gt;
#	adding powers to one arena asss&lt;br /&gt;
#	confclean linux&lt;br /&gt;
#	subspace asss download&lt;br /&gt;
#	bang machineid&lt;br /&gt;
#	halo udp packet flooding&lt;br /&gt;
#	starbot&lt;br /&gt;
#	machine id subspace&lt;br /&gt;
#	subspace continuum wa2 converter&lt;br /&gt;
#	continuum mystic kingdom flag map&lt;br /&gt;
#	asss locate person&lt;br /&gt;
#	running continuum in linux&lt;br /&gt;
#	phrases spawn&lt;br /&gt;
#	patching wine source&lt;br /&gt;
#	obscene.txt&lt;br /&gt;
#	subspace linux server&lt;br /&gt;
#	reading into struct&lt;br /&gt;
#	getting unbanned from infantry&lt;br /&gt;
#	ce continuum subspace&lt;br /&gt;
#	openprocess failed&lt;br /&gt;
#	subspace aswz&lt;br /&gt;
#	hyperspace game wiki&lt;br /&gt;
#	accessing global pointer from a timerfunc&lt;br /&gt;
#	asss ccc servers&lt;br /&gt;
#	dyndns server configuration&lt;br /&gt;
#	argyle wiki&lt;br /&gt;
#	uneven file permissions&lt;br /&gt;
#	mines go boom&lt;br /&gt;
#	continuum .lvz&lt;br /&gt;
#	minegoboom asss&lt;br /&gt;
#	spawn .cfg&lt;br /&gt;
#	arena subspace commands&lt;br /&gt;
#	.bm2 file hack&lt;br /&gt;
#	subspace continuum dll&lt;br /&gt;
#	bots for subspace&lt;br /&gt;
#	c string to char wiki .com&lt;br /&gt;
#	smong.&lt;br /&gt;
#	how can i ban machineid&lt;br /&gt;
#	subspace continuum download 0.38&lt;br /&gt;
#	string to char cpp&lt;br /&gt;
#	dusted map&lt;br /&gt;
#	asss can t connect to myself&lt;br /&gt;
#	ssme continuum&lt;br /&gt;
#	subbill.ini&lt;br /&gt;
#	run continuum in ubuntu&lt;br /&gt;
#	crash.cfg counter strike&lt;br /&gt;
#	bypass local prox server ip search&lt;br /&gt;
#	hacked continuum subspace&lt;br /&gt;
&lt;br /&gt;
[[Category: Wiki]]&lt;/div&gt;</summary>
		<author><name>Hakaku</name></author>	</entry>

	<entry>
		<id>http://wiki.minegoboom.com/index.php?title=Sius&amp;diff=6124</id>
		<title>Sius</title>
		<link rel="alternate" type="text/html" href="http://wiki.minegoboom.com/index.php?title=Sius&amp;diff=6124"/>
				<updated>2010-05-26T22:44:59Z</updated>
		
		<summary type="html">&lt;p&gt;Hakaku: +cat&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Sius''' is a SubSpace [[TCP Billing Protocol|TCP]] [[Biller]] created by Hakaku and written in C#. The biller is designed to be stable, reliable, and configurable. For bug reports, suggestions, and questions, refer to [http://forums.minegoboom.com/viewtopic.php?t=8691 this forum thread]. To download it directly, please [http://forums.minegoboom.com/download.php?id=2362 click here].&lt;br /&gt;
&lt;br /&gt;
;Features&lt;br /&gt;
* Player authentication&lt;br /&gt;
* Password encryption and salting&lt;br /&gt;
* Configurable limits (such as chats, messages, zones, players)&lt;br /&gt;
* Chat support&lt;br /&gt;
* Banner support&lt;br /&gt;
* Squad support&lt;br /&gt;
* Message support&lt;br /&gt;
* Logging&lt;br /&gt;
* Support for ASSS 1.4.x and higher&lt;br /&gt;
&lt;br /&gt;
;Supported Commands&lt;br /&gt;
* ''Messaging:'' ?message, ?messages, ?chat&lt;br /&gt;
* ''Squad'': ?squad, ?squadcreate, ?squadjoin, ?squadowner, ?squadlist, ?squadkick, ?squadgrant, ?squadleave, ?squaddissolve, ?squadpassword&lt;br /&gt;
* ''Biller:'' ?buptime, ?btime, ?bversion, ?bzones (?zones), ?bzone&lt;br /&gt;
* ''Other:'' ?find, ?password, ?userid&lt;br /&gt;
&lt;br /&gt;
[[Category: Biller]]&lt;br /&gt;
[[Category: Servers]]&lt;/div&gt;</summary>
		<author><name>Hakaku</name></author>	</entry>

	<entry>
		<id>http://wiki.minegoboom.com/index.php?title=Sius&amp;diff=6123</id>
		<title>Sius</title>
		<link rel="alternate" type="text/html" href="http://wiki.minegoboom.com/index.php?title=Sius&amp;diff=6123"/>
				<updated>2010-05-26T22:36:45Z</updated>
		
		<summary type="html">&lt;p&gt;Hakaku: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Sius''' is a SubSpace [[TCP Billing Protocol|TCP]] [[Biller]] created by Hakaku and written in C#. The biller is designed to be stable, reliable, and configurable. For bug reports, suggestions, and questions, refer to [http://forums.minegoboom.com/viewtopic.php?t=8691 this forum thread]. To download it directly, please [http://forums.minegoboom.com/download.php?id=2362 click here].&lt;br /&gt;
&lt;br /&gt;
;Features&lt;br /&gt;
* Player authentication&lt;br /&gt;
* Password encryption and salting&lt;br /&gt;
* Configurable limits (such as chats, messages, zones, players)&lt;br /&gt;
* Chat support&lt;br /&gt;
* Banner support&lt;br /&gt;
* Squad support&lt;br /&gt;
* Message support&lt;br /&gt;
* Logging&lt;br /&gt;
* Support for ASSS 1.4.x and higher&lt;br /&gt;
&lt;br /&gt;
;Supported Commands&lt;br /&gt;
* ''Messaging:'' ?message, ?messages, ?chat&lt;br /&gt;
* ''Squad'': ?squad, ?squadcreate, ?squadjoin, ?squadowner, ?squadlist, ?squadkick, ?squadgrant, ?squadleave, ?squaddissolve, ?squadpassword&lt;br /&gt;
* ''Biller:'' ?buptime, ?btime, ?bversion, ?bzones (?zones), ?bzone&lt;br /&gt;
* ''Other:'' ?find, ?password, ?userid&lt;/div&gt;</summary>
		<author><name>Hakaku</name></author>	</entry>

	<entry>
		<id>http://wiki.minegoboom.com/index.php?title=TCP_Billing_FAQ&amp;diff=6122</id>
		<title>TCP Billing FAQ</title>
		<link rel="alternate" type="text/html" href="http://wiki.minegoboom.com/index.php?title=TCP_Billing_FAQ&amp;diff=6122"/>
				<updated>2010-05-24T23:04:58Z</updated>
		
		<summary type="html">&lt;p&gt;Hakaku: /* Are there any TCP billers available for public download? */ +sius&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What's so special about TCP billers? ==&lt;br /&gt;
TCP billers use a new simpler protocol compared to the original UDP billers. See [[TCP Billing Protocol]] for more details.&lt;br /&gt;
&lt;br /&gt;
== Can I use subgame with a TCP biller? ==&lt;br /&gt;
No, currently only ASSS can connect to a TCP biller. It is possible to use proxy to convert between the UDP and TCP protocols to allow subgame.&lt;br /&gt;
&lt;br /&gt;
== Why is there no ability for the billing server to shutdown/restart a server? ==&lt;br /&gt;
The ability of the billing servers to shutdown a zone server is a relic from the old system. The biller is no longer considered an administrative and control server, but simply a validation system used mainly to control bans and passwords for player names.&lt;br /&gt;
&lt;br /&gt;
== Are there any TCP billers available for public download? ==&lt;br /&gt;
Yes, but only unfinished ones.&lt;br /&gt;
&lt;br /&gt;
* Two different versions of [[POCoB]] written by [[User:Smong|Smong]] are available at http://toktok.sscentral.com/ss-pocob.php.&lt;br /&gt;
* [[SkyBill]] written by [[User:Doc flabby|Doc Flabby]].&lt;br /&gt;
* [[UBill]] written by [http://braddavis.info BDwinsAlt] is available at http://forums.minegoboom.com/viewtopic.php?t=7543.&lt;br /&gt;
* [[Sius]] written by Hakaku is available at http://forums.minegoboom.com/viewtopic.php?t=8691.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
== Are there any TCP billers online for public use? ==&lt;br /&gt;
* [[Accede|Project: Accede]] written/hosted by [[User: CypherJF|CypherJF]] details are available at http://cypherjf.sscentral.com/accede/&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Are there things I should be wary about when using the protocol? ==&lt;br /&gt;
Like any protocol, you will need to implement the [[TCP Billing Protocol]] with caution. The following applies mainly to those who plan on creating billers that implement it:&lt;br /&gt;
&lt;br /&gt;
* For starters, the protocol makes extensive use of player identification numbers rather than names. This can be a nuisance when requiring the player's name for communication between, for example, different zones and databases. Try to effectively find one or multiple solutions to store the player id along with their name for quick and efficient retrieval later on.&lt;br /&gt;
&lt;br /&gt;
* The colon (:) is used extensively in the TCP Protocol. Be wary of zone names, player names, passwords, and messages among others containing them. You will likely want to reject those zones and players from connecting, but there is no need from blocking extra colons in the final parameter. This includes namely messages. If you intend on separating the parameters into an array of some sort, make sure to join the extra parameters together (do not forget to re-add a colon), otherwise player messages will be accidentally cut off (e.g. ''CHAT:0:2:0:&amp;lt;u&amp;gt;And then he said''':''' &amp;quot;what are you staring at?&amp;quot;&amp;lt;/u&amp;gt;'' - The final parameter is the entire section underlined.).&lt;br /&gt;
&lt;br /&gt;
* Be careful about implementing &amp;quot;unlimited&amp;quot; of a certain feature. Although theoretically possible, biller hosts should still be allowed to control the limits, otherwise a mischievous player could attempt to exhaust the memory and space limits of the server and or database.&lt;br /&gt;
&lt;br /&gt;
* When using and storing player passwords, make sure to hash them to prevent player names and passwords from being easily stolen should your database ever be compromised. The popular MD5 cryptographic function is no longer recommended, instead, you will want to look up the safety and reliability of [http://en.wikipedia.org/wiki/Cryptographic_hash_function#Cryptographic_hash_algorithms other hash algorithms] such as SHA-512, RIPEMD, or WHIRLPOOL for example. Appending random salts to each password will greatly increase the odds that each password is unique, and it will ultimately make it more difficult and timely to crack (Do not use a straight-forward formula for generating the salt, e.g. ''password+username''. If this formula is known, then you have ultimately gained no more protection than the password alone).&lt;br /&gt;
&lt;br /&gt;
* ''CHA'''TT'''XT'' has a double t in it.&lt;br /&gt;
&lt;br /&gt;
* Always test the features you add and log the events and errors that occur. Even seemingly minor bugs could cause the biller disconnect a zone or crash.&lt;br /&gt;
&lt;br /&gt;
[[Category: FAQ]]&lt;br /&gt;
[[Category: Protocol]]&lt;/div&gt;</summary>
		<author><name>Hakaku</name></author>	</entry>

	<entry>
		<id>http://wiki.minegoboom.com/index.php?title=Sius&amp;diff=6121</id>
		<title>Sius</title>
		<link rel="alternate" type="text/html" href="http://wiki.minegoboom.com/index.php?title=Sius&amp;diff=6121"/>
				<updated>2010-05-24T23:03:06Z</updated>
		
		<summary type="html">&lt;p&gt;Hakaku: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Sius''' is a SubSpace [[TCP Billing Protocol|TCP]] [[Biller]] created by Hakaku and written in C# for the Windows operating system. The biller is designed to be stable, reliable, and configurable. For bug reports, suggestions, and questions, refer to [http://forums.minegoboom.com/viewtopic.php?t=8691 this forum thread]. To download it directly, please [http://forums.minegoboom.com/download.php?id=2362 click here].&lt;br /&gt;
&lt;br /&gt;
;Features&lt;br /&gt;
* Player authentication&lt;br /&gt;
* Password encryption and salting&lt;br /&gt;
* Configurable limits (such as chats, messages, zones, players)&lt;br /&gt;
* Chat support&lt;br /&gt;
* Banner support&lt;br /&gt;
* Squad support&lt;br /&gt;
* Message support&lt;br /&gt;
* Logging&lt;br /&gt;
* Support for ASSS 1.4.x and higher&lt;br /&gt;
&lt;br /&gt;
;Supported Commands&lt;br /&gt;
* ''Messaging:'' ?message, ?messages, ?chat&lt;br /&gt;
* ''Squad'': ?squad, ?squadcreate, ?squadjoin, ?squadowner, ?squadlist, ?squadkick, ?squadgrant, ?squadleave, ?squaddissolve&lt;br /&gt;
* ''Biller:'' ?buptime, ?btime, ?bversion, ?bzones (?zones), ?bzone&lt;br /&gt;
* ''Other:'' ?find, ?password, ?userid&lt;/div&gt;</summary>
		<author><name>Hakaku</name></author>	</entry>

	<entry>
		<id>http://wiki.minegoboom.com/index.php?title=Sius&amp;diff=6120</id>
		<title>Sius</title>
		<link rel="alternate" type="text/html" href="http://wiki.minegoboom.com/index.php?title=Sius&amp;diff=6120"/>
				<updated>2010-05-24T23:02:17Z</updated>
		
		<summary type="html">&lt;p&gt;Hakaku: Sius&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Sius''' is a SubSpace [[TCP Billing Protocol|TCP]] [[Biller]] created by Hakaku and written in C# for the Windows operating system. The biller is designed to be stable, reliable, and configurable. For bug reports, suggestions, and questions, refer to [http://forums.minegoboom.com/viewtopic.php?t=8691 this forum thread]. To download it directly, please [http://forums.minegoboom.com/download.php?id=2362 click here].&lt;br /&gt;
&lt;br /&gt;
;Features&lt;br /&gt;
* Password encryption and salting&lt;br /&gt;
* Configurable limits (such as chats, messages, zones, players)&lt;br /&gt;
* Chat support&lt;br /&gt;
* Banner support&lt;br /&gt;
* Squad support&lt;br /&gt;
* Message support&lt;br /&gt;
* Logging&lt;br /&gt;
* Support for ASSS 1.4.x and higher&lt;br /&gt;
&lt;br /&gt;
;Supported Commands&lt;br /&gt;
* ''Messaging:'' ?message, ?messages, ?chat&lt;br /&gt;
* ''Squad'': ?squad, ?squadcreate, ?squadjoin, ?squadowner, ?squadlist, ?squadkick, ?squadgrant, ?squadleave, ?squaddissolve&lt;br /&gt;
* ''Biller:'' ?buptime, ?btime, ?bversion, ?bzones (?zones), ?bzone&lt;br /&gt;
* ''Other:'' ?find, ?password, ?userid&lt;/div&gt;</summary>
		<author><name>Hakaku</name></author>	</entry>

	<entry>
		<id>http://wiki.minegoboom.com/index.php?title=Creating_and_Testing_a_Simple_Discretion_Module_in_Eclipse&amp;diff=6070</id>
		<title>Creating and Testing a Simple Discretion Module in Eclipse</title>
		<link rel="alternate" type="text/html" href="http://wiki.minegoboom.com/index.php?title=Creating_and_Testing_a_Simple_Discretion_Module_in_Eclipse&amp;diff=6070"/>
				<updated>2009-12-15T05:51:26Z</updated>
		
		<summary type="html">&lt;p&gt;Hakaku: +cat&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This tutorial is a '''video''' tutorial describing how anyone can using minGW (and probably g++) and Eclipse to compile a simple module and put get it to run on [[Discretion]]. It assumes you're using Windows (although g++ may work) and you don't have any tools installed. However, you should have already gotten the source code (if not see the [[Obtaining the Discretion Source using Subversion]] tutorial). This tutorial is part of a series of tutorials consisting of the [[Discretion Module Tutorial]].&lt;br /&gt;
&lt;br /&gt;
minGW stands for minimalistic Gnu for Windows. It is an open source complier almost identical to gcc and g++, which are the compilers used for linux, among other things. The compiler produces native Windows exectuables, and best of all it's free! However, its interface isn't the best for the novice user. Thus, we use eclipse to help manage the minGW compiler for us.&lt;br /&gt;
&lt;br /&gt;
Eclipse, is an integrated development environment (IDE) which is also open-source and free. It is basically a program that makes it easier to make other programs. It was originally designed for Java development, but people made plugins to allow C++ development. These extensions are called the CDT (C/C++ Development Tooling). The CDT integrates nicely with minGW so these two make a good match. Discretion's modules come with Eclipse Projects when you get the source so modifications are easy to make. Eclipse is implemented in Java, so in order to use it you need the Java Runtime Environment. The good news is you probably already have this installed. Nonetheless, the tutorial covers downloading it if you don't already have it installed.&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
&lt;br /&gt;
This tutorial is divided a few parts:&lt;br /&gt;
* [[Media:Disc_mingw.wmv|Obtaining and Testing minGW]]&lt;br /&gt;
* [[Media:Disc_jre.wmv|Getting the Java Runtime Environment]] (90% of people can skip this step)&lt;br /&gt;
* [[Media:Disc_eclipse.wmv|Downloading Eclipse with CDT]]&lt;br /&gt;
* [[Media:Disc_simplemod.wmv|Creating and Testing a Simple Module within Discretion]]&lt;br /&gt;
* [[Media:Disc_tricks.wmv|Discretion with Eclipse Tricks and Tips]]&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
&lt;br /&gt;
minGW: [http://sourceforge.net/project/showfiles.php?group_id=2435 Sourceforge File List]&lt;br /&gt;
&lt;br /&gt;
java runtime environment: [http://java.sun.com/javase/downloads/?intcmp=1281 Downloads]&lt;br /&gt;
&lt;br /&gt;
eclipse: [http://www.eclipse.org/downloads/ Eclipse Downloads]&lt;br /&gt;
&lt;br /&gt;
[http://lazyfoo.net/SDL_tutorials/lesson01/windows/eclipse/index.php Setting up SDL in Eclipse] (steps 1-4)&lt;br /&gt;
&lt;br /&gt;
[[Category:Discretion]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Hakaku</name></author>	</entry>

	<entry>
		<id>http://wiki.minegoboom.com/index.php?title=Userguide&amp;diff=6068</id>
		<title>Userguide</title>
		<link rel="alternate" type="text/html" href="http://wiki.minegoboom.com/index.php?title=Userguide&amp;diff=6068"/>
				<updated>2009-11-29T21:48:45Z</updated>
		
		<summary type="html">&lt;p&gt;Hakaku: fix links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The userguide is a document written by [[grelminar]] which attempts to provide background information regarding ASSS.&lt;br /&gt;
&lt;br /&gt;
Although it has not been updated since April 6, 2006 much of the information has remained the same. &lt;br /&gt;
&lt;br /&gt;
The document is also distributed in each release of ASSS in the /docs/ folder.&lt;br /&gt;
&lt;br /&gt;
=== External Links ===&lt;br /&gt;
* [http://mirror.playsubspace.com/asss.yi.org/asss/files/userguide.html Userguide - HTML]&lt;br /&gt;
* [http://mirror.playsubspace.com/asss.yi.org/asss/files/userguide.pdf Userguide - PDF]&lt;br /&gt;
&lt;br /&gt;
[[Category: ASSS]]&lt;/div&gt;</summary>
		<author><name>Hakaku</name></author>	</entry>

	<entry>
		<id>http://wiki.minegoboom.com/index.php?title=Search_Phrases&amp;diff=6066</id>
		<title>Search Phrases</title>
		<link rel="alternate" type="text/html" href="http://wiki.minegoboom.com/index.php?title=Search_Phrases&amp;diff=6066"/>
				<updated>2009-11-04T23:51:32Z</updated>
		
		<summary type="html">&lt;p&gt;Hakaku: Undo revision 6065 by LeilaGrey (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Top 1000 search phrases for the year 2006. Feel free to use this list to create new pages that may target specific words, to help people find the information they need. They are sorted by search count, then by who knows what.&lt;br /&gt;
&lt;br /&gt;
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#	subspace aswz&lt;br /&gt;
#	hyperspace game wiki&lt;br /&gt;
#	accessing global pointer from a timerfunc&lt;br /&gt;
#	asss ccc servers&lt;br /&gt;
#	dyndns server configuration&lt;br /&gt;
#	argyle wiki&lt;br /&gt;
#	uneven file permissions&lt;br /&gt;
#	mines go boom&lt;br /&gt;
#	continuum .lvz&lt;br /&gt;
#	minegoboom asss&lt;br /&gt;
#	spawn .cfg&lt;br /&gt;
#	arena subspace commands&lt;br /&gt;
#	.bm2 file hack&lt;br /&gt;
#	subspace continuum dll&lt;br /&gt;
#	bots for subspace&lt;br /&gt;
#	c string to char wiki .com&lt;br /&gt;
#	smong.&lt;br /&gt;
#	how can i ban machineid&lt;br /&gt;
#	subspace continuum download 0.38&lt;br /&gt;
#	string to char cpp&lt;br /&gt;
#	dusted map&lt;br /&gt;
#	asss can t connect to myself&lt;br /&gt;
#	ssme continuum&lt;br /&gt;
#	subbill.ini&lt;br /&gt;
#	run continuum in ubuntu&lt;br /&gt;
#	crash.cfg counter strike&lt;br /&gt;
#	bypass local prox server ip search&lt;br /&gt;
#	hacked continuum subspace&lt;br /&gt;
&lt;br /&gt;
[[Category: Wiki]]&lt;/div&gt;</summary>
		<author><name>Hakaku</name></author>	</entry>

	<entry>
		<id>http://wiki.minegoboom.com/index.php?title=TCP_Billing_FAQ&amp;diff=6063</id>
		<title>TCP Billing FAQ</title>
		<link rel="alternate" type="text/html" href="http://wiki.minegoboom.com/index.php?title=TCP_Billing_FAQ&amp;diff=6063"/>
				<updated>2009-10-18T03:55:36Z</updated>
		
		<summary type="html">&lt;p&gt;Hakaku: /* Are there things I should be wary about when using the protocol? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What's so special about TCP billers? ==&lt;br /&gt;
TCP billers use a new simpler protocol compared to the original UDP billers. See [[TCP Billing Protocol]] for more details.&lt;br /&gt;
&lt;br /&gt;
== Can I use subgame with a TCP biller? ==&lt;br /&gt;
No, currently only ASSS can connect to a TCP biller. It is possible to use proxy to convert between the UDP and TCP protocols to allow subgame.&lt;br /&gt;
&lt;br /&gt;
== Why is there no ability for the billing server to shutdown/restart a server? ==&lt;br /&gt;
The ability of the billing servers to shutdown a zone server is a relic from the old system. The biller is no longer considered an administrative and control server, but simply a validation system used mainly to control bans and passwords for player names.&lt;br /&gt;
&lt;br /&gt;
== Are there any TCP billers available for public download? ==&lt;br /&gt;
Yes, but only unfinished ones.&lt;br /&gt;
&lt;br /&gt;
* Two different versions of [[POCoB]] written by [[User:Smong|Smong]] are available at http://toktok.sscentral.com/ss-pocob.php.&lt;br /&gt;
* [[SkyBill]] written by [[User:Doc flabby|Doc Flabby]].&lt;br /&gt;
* [[UBill]] written by [http://braddavis.info BDwinsAlt] is available at http://forums.minegoboom.com/viewtopic.php?t=7543.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
== Are there any TCP billers online for public use? ==&lt;br /&gt;
* [[Accede|Project: Accede]] written/hosted by [[User: CypherJF|CypherJF]] details are available at http://cypherjf.sscentral.com/accede/&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Are there things I should be wary about when using the protocol? ==&lt;br /&gt;
Like any protocol, you will need to implement the [[TCP Billing Protocol]] with caution. The following applies mainly to those who plan on creating billers that implement it:&lt;br /&gt;
&lt;br /&gt;
* For starters, the protocol makes extensive use of player identification numbers rather than names. This can be a nuisance when requiring the player's name for communication between, for example, different zones and databases. Try to effectively find one or multiple solutions to store the player id along with their name for quick and efficient retrieval later on.&lt;br /&gt;
&lt;br /&gt;
* The colon (:) is used extensively in the TCP Protocol. Be wary of zone names, player names, passwords, and messages among others containing them. You will likely want to reject those zones and players from connecting, but there is no need from blocking extra colons in the final parameter. This includes namely messages. If you intend on separating the parameters into an array of some sort, make sure to join the extra parameters together (do not forget to re-add a colon), otherwise player messages will be accidentally cut off (e.g. ''CHAT:0:2:0:&amp;lt;u&amp;gt;And then he said''':''' &amp;quot;what are you staring at?&amp;quot;&amp;lt;/u&amp;gt;'' - The final parameter is the entire section underlined.).&lt;br /&gt;
&lt;br /&gt;
* Be careful about implementing &amp;quot;unlimited&amp;quot; of a certain feature. Although theoretically possible, biller hosts should still be allowed to control the limits, otherwise a mischievous player could attempt to exhaust the memory and space limits of the server and or database.&lt;br /&gt;
&lt;br /&gt;
* When using and storing player passwords, make sure to hash them to prevent player names and passwords from being easily stolen should your database ever be compromised. The popular MD5 cryptographic function is no longer recommended, instead, you will want to look up the safety and reliability of [http://en.wikipedia.org/wiki/Cryptographic_hash_function#Cryptographic_hash_algorithms other hash algorithms] such as SHA-512, RIPEMD, or WHIRLPOOL for example. Appending random salts to each password will greatly increase the odds that each password is unique, and it will ultimately make it more difficult and timely to crack (Do not use a straight-forward formula for generating the salt, e.g. ''password+username''. If this formula is known, then you have ultimately gained no more protection than the password alone).&lt;br /&gt;
&lt;br /&gt;
* ''CHA'''TT'''XT'' has a double t in it.&lt;br /&gt;
&lt;br /&gt;
* Always test the features you add and log the events and errors that occur. Even seemingly minor bugs could cause the biller disconnect a zone or crash.&lt;br /&gt;
&lt;br /&gt;
[[Category: FAQ]]&lt;br /&gt;
[[Category: Protocol]]&lt;/div&gt;</summary>
		<author><name>Hakaku</name></author>	</entry>

	<entry>
		<id>http://wiki.minegoboom.com/index.php?title=TCP_Billing_FAQ&amp;diff=6062</id>
		<title>TCP Billing FAQ</title>
		<link rel="alternate" type="text/html" href="http://wiki.minegoboom.com/index.php?title=TCP_Billing_FAQ&amp;diff=6062"/>
				<updated>2009-10-18T03:41:36Z</updated>
		
		<summary type="html">&lt;p&gt;Hakaku: /* Are there things I should be wary about when using the protocol? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What's so special about TCP billers? ==&lt;br /&gt;
TCP billers use a new simpler protocol compared to the original UDP billers. See [[TCP Billing Protocol]] for more details.&lt;br /&gt;
&lt;br /&gt;
== Can I use subgame with a TCP biller? ==&lt;br /&gt;
No, currently only ASSS can connect to a TCP biller. It is possible to use proxy to convert between the UDP and TCP protocols to allow subgame.&lt;br /&gt;
&lt;br /&gt;
== Why is there no ability for the billing server to shutdown/restart a server? ==&lt;br /&gt;
The ability of the billing servers to shutdown a zone server is a relic from the old system. The biller is no longer considered an administrative and control server, but simply a validation system used mainly to control bans and passwords for player names.&lt;br /&gt;
&lt;br /&gt;
== Are there any TCP billers available for public download? ==&lt;br /&gt;
Yes, but only unfinished ones.&lt;br /&gt;
&lt;br /&gt;
* Two different versions of [[POCoB]] written by [[User:Smong|Smong]] are available at http://toktok.sscentral.com/ss-pocob.php.&lt;br /&gt;
* [[SkyBill]] written by [[User:Doc flabby|Doc Flabby]].&lt;br /&gt;
* [[UBill]] written by [http://braddavis.info BDwinsAlt] is available at http://forums.minegoboom.com/viewtopic.php?t=7543.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
== Are there any TCP billers online for public use? ==&lt;br /&gt;
* [[Accede|Project: Accede]] written/hosted by [[User: CypherJF|CypherJF]] details are available at http://cypherjf.sscentral.com/accede/&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Are there things I should be wary about when using the protocol? ==&lt;br /&gt;
Like any protocol, you will need to implement the [[TCP Billing Protocol]] with caution. The following applies mainly to those who plan on creating billers that implement it:&lt;br /&gt;
&lt;br /&gt;
* For starters, the protocol makes extensive use of player identification numbers rather than names. This can be a nuisance when requiring the player's name for communication between, for example, different zones and databases. Try to effectively find one or multiple solutions to store the player id along with their name for quick and efficient retrieval later on.&lt;br /&gt;
&lt;br /&gt;
* The colon (:) is used extensively in the TCP Protocol. Be wary of zone names, player names, passwords, and messages among others containing them. You will likely want to reject those zones and players from connecting, but there is no need from blocking extra colons in the final parameter. This includes namely messages. If you intend on separating the parameters into an array of some sort, make sure to join the extra parameters together (do not forget to readd a colon), otherwise player messages will be accidentally cut off (e.g. ''CHAT:0:2:0:&amp;lt;u&amp;gt;And then he said''':''' &amp;quot;what are you staring at?&amp;quot;&amp;lt;/u&amp;gt;'' - The final parameter is the entire section underlined.).&lt;br /&gt;
&lt;br /&gt;
* Be careful about implementing &amp;quot;unlimited&amp;quot; of a certain feature. Although theoretically possible, biller hosts should still be allowed to control the limits, otherwise a mischievous player could attempt to exhaust the memory and space limits of the server and or database.&lt;br /&gt;
&lt;br /&gt;
* When using and storing player passwords, make sure to hash them to prevent player names and passwords from being easily stolen should your database ever be compromised. The popular MD5 cryptographic function is no longer recommended, instead, you will want to look up the safety and reliability of [http://en.wikipedia.org/wiki/Cryptographic_hash_function#Cryptographic_hash_algorithms other hash algorithms] such as SHA-512, RIPEMD, or WHIRLPOOL for example.&lt;br /&gt;
&lt;br /&gt;
* ''CHA'''TT'''XT'' has a double t in it.&lt;br /&gt;
&lt;br /&gt;
* Always test the features you add and log the events and errors that occur. Even seemingly minor bugs could cause the biller disconnect a zone or crash.&lt;br /&gt;
&lt;br /&gt;
[[Category: FAQ]]&lt;br /&gt;
[[Category: Protocol]]&lt;/div&gt;</summary>
		<author><name>Hakaku</name></author>	</entry>

	<entry>
		<id>http://wiki.minegoboom.com/index.php?title=TCP_Billing_FAQ&amp;diff=6061</id>
		<title>TCP Billing FAQ</title>
		<link rel="alternate" type="text/html" href="http://wiki.minegoboom.com/index.php?title=TCP_Billing_FAQ&amp;diff=6061"/>
				<updated>2009-10-18T03:39:35Z</updated>
		
		<summary type="html">&lt;p&gt;Hakaku: Adding some notes and precautions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What's so special about TCP billers? ==&lt;br /&gt;
TCP billers use a new simpler protocol compared to the original UDP billers. See [[TCP Billing Protocol]] for more details.&lt;br /&gt;
&lt;br /&gt;
== Can I use subgame with a TCP biller? ==&lt;br /&gt;
No, currently only ASSS can connect to a TCP biller. It is possible to use proxy to convert between the UDP and TCP protocols to allow subgame.&lt;br /&gt;
&lt;br /&gt;
== Why is there no ability for the billing server to shutdown/restart a server? ==&lt;br /&gt;
The ability of the billing servers to shutdown a zone server is a relic from the old system. The biller is no longer considered an administrative and control server, but simply a validation system used mainly to control bans and passwords for player names.&lt;br /&gt;
&lt;br /&gt;
== Are there any TCP billers available for public download? ==&lt;br /&gt;
Yes, but only unfinished ones.&lt;br /&gt;
&lt;br /&gt;
* Two different versions of [[POCoB]] written by [[User:Smong|Smong]] are available at http://toktok.sscentral.com/ss-pocob.php.&lt;br /&gt;
* [[SkyBill]] written by [[User:Doc flabby|Doc Flabby]].&lt;br /&gt;
* [[UBill]] written by [http://braddavis.info BDwinsAlt] is available at http://forums.minegoboom.com/viewtopic.php?t=7543.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
== Are there any TCP billers online for public use? ==&lt;br /&gt;
* [[Accede|Project: Accede]] written/hosted by [[User: CypherJF|CypherJF]] details are available at http://cypherjf.sscentral.com/accede/&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Are there things I should be wary about when using the protocol? ==&lt;br /&gt;
Like any protocol, you will need to implement the [[TCP Billing Protocol]] with caution. The following applies mainly to those who plan on creating billers that implement it:&lt;br /&gt;
&lt;br /&gt;
* For starters, the protocol makes extensive use of player identification numbers rather than names. This can be a nuisance when requiring the player's name for communication between, for example, different zones and databases. Try to effectively find one or multiple solutions to store the player id along with their name for quick and efficient retrieval later on.&lt;br /&gt;
&lt;br /&gt;
* The colon (:) is used extensively in the TCP Protocol. Be wary of zone names, player names, passwords, and messages among others containing them. You will likely want to reject those zones and players from connecting, but there is no need from blocking extra colons in the final parameter. This includes passwords and messages. If you intend on separating the parameters into an array of some sort, make sure to join the extra parameters together (do not forget to readd a colon), otherwise player messages will be accidentally cut off (e.g. ''CHAT:0:2:0:&amp;lt;u&amp;gt;And then he said''':''' &amp;quot;what are you staring at?&amp;quot;&amp;lt;/u&amp;gt;'' - The final parameter is the entire section underlined.).&lt;br /&gt;
&lt;br /&gt;
* Be careful about implementing &amp;quot;unlimited&amp;quot; of a certain feature. Although theoretically possible, biller hosts should still be allowed to control the limits, otherwise a mischievous player could attempt to exhaust the memory and space limits of the server and or database.&lt;br /&gt;
&lt;br /&gt;
* When using and storing player passwords, make sure to hash them to prevent player names and passwords from being easily stolen should your database ever be compromised. The popular MD5 cryptographic function is no longer recommended, instead, you will want to look up the safety and reliability of [http://en.wikipedia.org/wiki/Cryptographic_hash_function#Cryptographic_hash_algorithms other hash algorithms] such as SHA-512, RIPEMD, or WHIRLPOOL for example.&lt;br /&gt;
&lt;br /&gt;
* ''CHA'''TT'''XT'' has a double t in it.&lt;br /&gt;
&lt;br /&gt;
* Always test the features you add and log the events and errors that occur. Even seemingly minor bugs could cause the biller disconnect a zone or crash.&lt;br /&gt;
&lt;br /&gt;
[[Category: FAQ]]&lt;br /&gt;
[[Category: Protocol]]&lt;/div&gt;</summary>
		<author><name>Hakaku</name></author>	</entry>

	<entry>
		<id>http://wiki.minegoboom.com/index.php?title=UBill&amp;diff=6060</id>
		<title>UBill</title>
		<link rel="alternate" type="text/html" href="http://wiki.minegoboom.com/index.php?title=UBill&amp;diff=6060"/>
				<updated>2009-10-18T02:34:26Z</updated>
		
		<summary type="html">&lt;p&gt;Hakaku: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== UBill 0.2 ==&lt;br /&gt;
UBill is a small TCP [[Biller]] created by BDwinsAlt.  It is currently in small development.  This biller includes BanG and several other features.  You can report bugs at http://braddavis.info/help.&lt;br /&gt;
&lt;br /&gt;
A portion of the biller has remained open, so you can create your own commands.  All you have to do is edit UBillCmd.java.&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
The following commands are supported by UBill:&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
MSG   Commands: ?message, ?messages, ?msgdel&amp;lt;br /&amp;gt;&lt;br /&gt;
Misc  Commands: ?binfo, ?bnews, ?btime, ?buptime, ?bversion, ?coin, ?man, ?sex&amp;lt;br /&amp;gt;&lt;br /&gt;
Other Commands: ?chat, ?password, ?setemail, ?lostpassword, ?8ball, ?find, ?seen, ?bzones&amp;lt;br /&amp;gt;&lt;br /&gt;
Squad Commands: ?squad, ?squadjoin, ?squadpassword, ?squadowner, ?squadlist, ?squadkick, ?squadgrant&amp;lt;br /&amp;gt;&lt;br /&gt;
Ect.  Commands: ?about, ?bstaff, ?levels, ?poetry&lt;br /&gt;
------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
Note: Syntax differs for some commands.  Type ?man &amp;lt;command&amp;gt; for help.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Ways to execute this biller ==&lt;br /&gt;
(Console)&amp;lt;br /&amp;gt;&lt;br /&gt;
java -jar UBill.jar (Must be updated when UBillCmd is updated)&amp;lt;br /&amp;gt;&lt;br /&gt;
java UBill (Uses the .class instead of the .jar, does not need to be updated to run UBillCmd)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Clicking)&amp;lt;br /&amp;gt;&lt;br /&gt;
You can simply double click on the jar file to open it.&lt;br /&gt;
&lt;br /&gt;
== Ways to compile this biller ==&lt;br /&gt;
In the terminal:&amp;lt;br /&amp;gt;&lt;br /&gt;
1. javac UBill.java&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(The rest is optional if you chose to use the jar file.)&amp;lt;br /&amp;gt;&lt;br /&gt;
2. copy all class files into a folder (contents?) [mkdir contents  ....then....  cp *.class contents]&amp;lt;br /&amp;gt;&lt;br /&gt;
3. jar cvfm UBill.jar ubill.mf -C contents/ .  (Copy and paste. Cases, spaces, and periods matter!)&lt;br /&gt;
&lt;br /&gt;
== Using a batch file ==&lt;br /&gt;
If you chose not to update a jar each time, create a batch file.&lt;br /&gt;
&lt;br /&gt;
Create a file named compile.bat.&lt;br /&gt;
Edit with notepad by copying and pasting:&lt;br /&gt;
javac UBill.java&lt;br /&gt;
&lt;br /&gt;
Create a file named run.bat.&lt;br /&gt;
Edit with notepad by copying and pasting:&lt;br /&gt;
java UBill&lt;br /&gt;
&lt;br /&gt;
== Download UBill ==&lt;br /&gt;
You can download UBill at http://forums.minegoboom.com/viewtopic.php?t=7543&lt;br /&gt;
&lt;br /&gt;
[[Category: Biller]]&lt;br /&gt;
[[Category: Servers]]&lt;/div&gt;</summary>
		<author><name>Hakaku</name></author>	</entry>

	<entry>
		<id>http://wiki.minegoboom.com/index.php?title=TCP_Billing_FAQ&amp;diff=6059</id>
		<title>TCP Billing FAQ</title>
		<link rel="alternate" type="text/html" href="http://wiki.minegoboom.com/index.php?title=TCP_Billing_FAQ&amp;diff=6059"/>
				<updated>2009-09-24T19:12:01Z</updated>
		
		<summary type="html">&lt;p&gt;Hakaku: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What's so special about TCP billers? ==&lt;br /&gt;
TCP billers use a new simpler protocol compared to the original UDP billers. See [[TCP Billing Protocol]] for more details.&lt;br /&gt;
&lt;br /&gt;
== Can I use subgame with a TCP biller? ==&lt;br /&gt;
No, currently only ASSS can connect to a TCP biller. It is possible to use proxy to convert between the UDP and TCP protocols to allow subgame.&lt;br /&gt;
&lt;br /&gt;
== Why is there no ability for the billing server to shutdown/restart a server? ==&lt;br /&gt;
The ability of the billing servers to shutdown a zone server is a relic from the old system. The biller is no longer considered an administrative and control server, but simply a validation system used mainly to control passwords for player names and bans.&lt;br /&gt;
&lt;br /&gt;
== Are there any TCP billers available for public download? ==&lt;br /&gt;
Yes, but only unfinished ones.&lt;br /&gt;
&lt;br /&gt;
* Two different versions of [[POCoB]] written by [[User:Smong|Smong]] are available at http://toktok.sscentral.com/ss-pocob.php.&lt;br /&gt;
* [[SkyBill]] written by [[User:Doc flabby|Doc Flabby]].&lt;br /&gt;
* [[UBill]] written by [http://braddavis.info BDwinsAlt] is available at http://forums.minegoboom.com/viewtopic.php?t=7543.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
== Are there any TCP billers online for public use? ==&lt;br /&gt;
* [[Accede|Project: Accede]] written/hosted by [[User: CypherJF|CypherJF]] details are available at http://cypherjf.sscentral.com/accede/&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: FAQ]]&lt;br /&gt;
[[Category: Protocol]]&lt;/div&gt;</summary>
		<author><name>Hakaku</name></author>	</entry>

	<entry>
		<id>http://wiki.minegoboom.com/index.php?title=LogicBot&amp;diff=6056</id>
		<title>LogicBot</title>
		<link rel="alternate" type="text/html" href="http://wiki.minegoboom.com/index.php?title=LogicBot&amp;diff=6056"/>
				<updated>2009-09-04T21:19:27Z</updated>
		
		<summary type="html">&lt;p&gt;Hakaku: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''LogicBot++''' is a [[bot]] core created by Admiral Kirk and written in C++, that was designed primarily to record player aliases and provide advanced banning techniques. The latest version, LogicBot2, is open sourced and currently released under the GNU General Public License version 3 (GPLv3).&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
* [http://www.ssforum.net/index.php?showtopic=23285 LogicBot2]&lt;br /&gt;
&lt;br /&gt;
[[Category: Bots]]&lt;/div&gt;</summary>
		<author><name>Hakaku</name></author>	</entry>

	<entry>
		<id>http://wiki.minegoboom.com/index.php?title=LogicBot&amp;diff=6055</id>
		<title>LogicBot</title>
		<link rel="alternate" type="text/html" href="http://wiki.minegoboom.com/index.php?title=LogicBot&amp;diff=6055"/>
				<updated>2009-09-04T21:17:27Z</updated>
		
		<summary type="html">&lt;p&gt;Hakaku: rewritten&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''LogicBot++''' is a [[bot]] core created by Admiral Kirk and written in C++, that was designed primarily to record player aliases and provide advanced banning techniques. The latest version, LogicBot2, is open sourced and currently released licensed under the GNU General Public License version 3 (GPLv3).&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
* [http://www.ssforum.net/index.php?showtopic=23285 LogicBot2]&lt;br /&gt;
&lt;br /&gt;
[[Category: Bots]]&lt;/div&gt;</summary>
		<author><name>Hakaku</name></author>	</entry>

	<entry>
		<id>http://wiki.minegoboom.com/index.php?title=MERVBot&amp;diff=6054</id>
		<title>MERVBot</title>
		<link rel="alternate" type="text/html" href="http://wiki.minegoboom.com/index.php?title=MERVBot&amp;diff=6054"/>
				<updated>2009-09-04T20:40:51Z</updated>
		
		<summary type="html">&lt;p&gt;Hakaku: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MERVBot is an open source bot core written by [[catid]] in C++. It is modular, meaning that you can download user made plugins that will perform a desired action (such as Elim, or Lag Checking).&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
*[http://www.mervbot.com/files/MERVBot.rar MERVBot 46]&lt;br /&gt;
*[http://www.mervbot.com/files/SOS.rar MERVBot 48] (Ported by SOS for .NET languages such as C#)&lt;br /&gt;
*A [[MERVBot_script|script for running MERVBot inside linux]].&lt;br /&gt;
&lt;br /&gt;
Here is a rather dubious link to a rar unpacker for those of you that don't like the rar icon ftp://ftp.externet.hu/pub/mirror/sac/pack/unpacker.zip&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[http://www.mervbot.com/ Homepage]&lt;br /&gt;
*[[MERVBot Tutorial]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Bots]]&lt;/div&gt;</summary>
		<author><name>Hakaku</name></author>	</entry>

	<entry>
		<id>http://wiki.minegoboom.com/index.php?title=MERVBot&amp;diff=6053</id>
		<title>MERVBot</title>
		<link rel="alternate" type="text/html" href="http://wiki.minegoboom.com/index.php?title=MERVBot&amp;diff=6053"/>
				<updated>2009-09-04T20:40:01Z</updated>
		
		<summary type="html">&lt;p&gt;Hakaku: 'latest' is a misnomer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MERVBot is an open source bot core written by [[catid]] in C++. It is modular, meaning that you can download user made plugins that will perform a desired action (such as Elim, or Lag Checking).&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
*[http://www.mervbot.com/files/MERVBot.rar MERVBot 46]&lt;br /&gt;
*[http://www.mervbot.com/files/MERVBot.rar MERVBot 48] (Ported for .NET languages such as C#)&lt;br /&gt;
*A [[MERVBot_script|script for running MERVBot inside linux]].&lt;br /&gt;
&lt;br /&gt;
Here is a rather dubious link to a rar unpacker for those of you that don't like the rar icon ftp://ftp.externet.hu/pub/mirror/sac/pack/unpacker.zip&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[http://www.mervbot.com/ Homepage]&lt;br /&gt;
*[[MERVBot Tutorial]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Bots]]&lt;/div&gt;</summary>
		<author><name>Hakaku</name></author>	</entry>

	<entry>
		<id>http://wiki.minegoboom.com/index.php?title=ChatNet_Protocol&amp;diff=6052</id>
		<title>ChatNet Protocol</title>
		<link rel="alternate" type="text/html" href="http://wiki.minegoboom.com/index.php?title=ChatNet_Protocol&amp;diff=6052"/>
				<updated>2009-08-30T01:36:12Z</updated>
		
		<summary type="html">&lt;p&gt;Hakaku: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Simple Chat Protocol is an ASCII (plain text) protocol created by [[grelminar]] for chatting on [[ASSS]]. Being TCP and quite simple allows programmers to create feature rich chat clients quite easily, something that can't be done with the complex standard SubSpace protocol.&lt;br /&gt;
&lt;br /&gt;
== The Protocol ==&lt;br /&gt;
The latest version can always be found at http://bitbucket.org/grelminar/asss/src/tip/doc/simple-chat.txt&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
simple chat protocol&lt;br /&gt;
version 1.6&lt;br /&gt;
grelminar@yahoo.com&lt;br /&gt;
--------------------&lt;br /&gt;
&lt;br /&gt;
the protocol is ascii over tcp. each message contains several fields,&lt;br /&gt;
the first of which a type field that determines the meaning of the&lt;br /&gt;
remaining ones. fields are separated by a colon (':', ascii 58). each&lt;br /&gt;
message is terminated by either a CR (ascii 13), a LF (ascii 10) or any&lt;br /&gt;
combination of those two.&lt;br /&gt;
&lt;br /&gt;
either side can close the connection at any time. the other side should&lt;br /&gt;
respond to this by closing their end of the connection also.&lt;br /&gt;
&lt;br /&gt;
unless otherwise specified, the last field for each message type is&lt;br /&gt;
allowed to contain colons.&lt;br /&gt;
&lt;br /&gt;
player names are used to differentiate players. case is insignificant&lt;br /&gt;
when comparing player names, but the server is required to use the same&lt;br /&gt;
capitalization for all instances of the same player in the same session&lt;br /&gt;
(i.e., if someone logs out and logs in again, the case of their name&lt;br /&gt;
might change).&lt;br /&gt;
&lt;br /&gt;
the rest of this document will describe the possible message types. if&lt;br /&gt;
you recieve an unsupported message type, you should ignore it. in the&lt;br /&gt;
following, capital letters generally designate stuff that should be sent&lt;br /&gt;
literally, as it is printed here. lowercase letters are descriptions of&lt;br /&gt;
fields will be filled in with the relevant data.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
login:&lt;br /&gt;
&lt;br /&gt;
client sends:&lt;br /&gt;
	LOGIN:version:name:password&lt;br /&gt;
		(the version field contains the protocol version, and also some&lt;br /&gt;
		information about the client. it should be of the form &amp;quot;1;client&lt;br /&gt;
		name and version&amp;quot;. for example, &amp;quot;1;ccc 1.2, by grelminar&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
server will respond with one of:&lt;br /&gt;
	LOGINBAD:message&lt;br /&gt;
		(disconnect)&lt;br /&gt;
or&lt;br /&gt;
	LOGINOK:yourname&lt;br /&gt;
		(the server/biller can rename clients, so the new name must be&lt;br /&gt;
		sent back to the client)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
entering arenas:&lt;br /&gt;
&lt;br /&gt;
client sends:&lt;br /&gt;
	GO:name&lt;br /&gt;
		(use an empty name to mean &amp;quot;first public arena&amp;quot;. note that even&lt;br /&gt;
		if name is empty, the colon is still required.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
server may reply:&lt;br /&gt;
	INARENA:arenaname:freq&lt;br /&gt;
		(client should clear its player list when it gets this. freq is&lt;br /&gt;
		the freq that the client has been assigned. chat clients are&lt;br /&gt;
		always in spectator mode, and never in ships.)&lt;br /&gt;
	PLAYER:name:ship:freq&lt;br /&gt;
		(one line for each player who's in the arena at the time when it&lt;br /&gt;
		is entered.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
enter/leave notification:&lt;br /&gt;
&lt;br /&gt;
server sends:&lt;br /&gt;
	ENTERING:name:ship:freq&lt;br /&gt;
		(when a player enters an arena)&lt;br /&gt;
	LEAVING:name&lt;br /&gt;
		(when a player leaves)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ship/freq changes:&lt;br /&gt;
&lt;br /&gt;
client sends:&lt;br /&gt;
	CHANGEFREQ:freq&lt;br /&gt;
&lt;br /&gt;
server sends:&lt;br /&gt;
	SHIPFREQCHANGE:name:ship:freq&lt;br /&gt;
		(ships are numbered from 0 (warbird) to 8 (spectator))&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
kills:&lt;br /&gt;
&lt;br /&gt;
server sends:&lt;br /&gt;
	KILL:killername:killedname:bounty:flagscarried&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
chat (the important part):&lt;br /&gt;
&lt;br /&gt;
client sends:&lt;br /&gt;
	SEND:PUB:msg&lt;br /&gt;
	SEND:PUBM:msg&lt;br /&gt;
	SEND:PRIV:name:msg&lt;br /&gt;
		(the same message type works for both regular and remove priv msgs)&lt;br /&gt;
	SEND:FREQ:freq:msg&lt;br /&gt;
		(freq is the number of the destination freq)&lt;br /&gt;
	SEND:CHAT:line&lt;br /&gt;
		(line is either &amp;quot;msg&amp;quot; or &amp;quot;channelnum;msg&amp;quot;)&lt;br /&gt;
	SEND:MOD:msg&lt;br /&gt;
	SEND:CMD:cmd&lt;br /&gt;
	SEND:PRIVCMD:name:msg&lt;br /&gt;
	SEND:SQUAD:squad:msg&lt;br /&gt;
&lt;br /&gt;
server sends:&lt;br /&gt;
	MSG:ARENA:msg&lt;br /&gt;
	MSG:CMD:msg&lt;br /&gt;
	MSG:PUB:name:msg&lt;br /&gt;
	MSG:PUBM:name:msg&lt;br /&gt;
		(macroed pub message)&lt;br /&gt;
	MSG:PRIV:name:msg&lt;br /&gt;
	MSG:FREQ:name:msg&lt;br /&gt;
	MSG:CHAT:channelnum:msg&lt;br /&gt;
	MSG:MOD:name:msg&lt;br /&gt;
	MSG:SYSOP:msg&lt;br /&gt;
	MSG:SQUAD:squad:sender:msg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
miscellaneous:&lt;br /&gt;
&lt;br /&gt;
client or server can send at any time:&lt;br /&gt;
	NOOP&lt;br /&gt;
&lt;br /&gt;
this can be used (by the client) to implement a keepalive ping to get&lt;br /&gt;
around crappy nat routers, or (by the server) to help time out dead&lt;br /&gt;
clients.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
document history:&lt;br /&gt;
&lt;br /&gt;
1.6:&lt;br /&gt;
	added NOOP type.&lt;br /&gt;
&lt;br /&gt;
1.5:&lt;br /&gt;
	added client name in the version field of LOGIN.&lt;br /&gt;
	added PUBM message type.&lt;br /&gt;
&lt;br /&gt;
1.4 and before:&lt;br /&gt;
	detailed history unavailable&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# dist: public&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[:Category:ChatNet Clients|List of ChatNet Clients]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Protocol]]&lt;/div&gt;</summary>
		<author><name>Hakaku</name></author>	</entry>

	<entry>
		<id>http://wiki.minegoboom.com/index.php?title=Trench_Wars&amp;diff=6051</id>
		<title>Trench Wars</title>
		<link rel="alternate" type="text/html" href="http://wiki.minegoboom.com/index.php?title=Trench_Wars&amp;diff=6051"/>
				<updated>2009-08-29T23:24:28Z</updated>
		
		<summary type="html">&lt;p&gt;Hakaku: +cat&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''SSCU Trench Wars''', an exciting team-based game platform. Trench Wars has become one of the most versatile well known zones in all of Continuum. Primarily created as a team-based flagging game, Trench Wars has evolved into a multi-faceted zone offering over 150 Flagging, Racing, Capture the Flag, Deathmatch, and other specialty sub-arenas. Many of these sub-arenas carry custom shipsets and arena designs downloadable in the game (Events). In addition, Trench Wars has one of the most competitive and versatile Elimination games available, hosted automatically 24 hours a day in two separate arenas (Elim/Baseelim)! If you have yet to download Continuum, click here for the latest version!&lt;br /&gt;
&lt;br /&gt;
Your primary mission in Trench Wars is to help your team in the main public arenas, to capture and hold the flag for points. Point bonuses are given out on an intermittent basis for those who hold the flag, as well as a 200-point bonus per kill if your team carries the flag. Each ship holds a specially designed set of functions, created to promote a balanced and skill oriented flagging match. Many sub-arenas hosted by our Staff members include; Deathmatch style dueling, over 42 different theme maps for Basing and Flagging, several Elimination style games in addition to our 24-hour Elim, specialty Holiday maps, ship specific maps (like Javs or Blind for cloakers), Racing maps with custom racecar ship designs, and Ball games like Hockey or Powerball. Trench Wars developers have also utilized the versatility of Subspace/Continuum, to create some of the most popular sub-games to date! Games like Zombies where the humans have only a short time to make it off the island, or Gravbomber where gravity is your friend and your foe! Each weekend, Trenchers gather and unite with their fellow countrymen in the WW6 battle for global superiority!&lt;br /&gt;
&lt;br /&gt;
Trench Wars also has two very competitive squad based League gaming systems, Trench Wars Leagues (TWL) and the ladder-based Trench Wars Division (TWD). TWL is now starting its tenth season, and continues to be the battlegrounds for the best of the best in Basing, Dueling, and Javelins. Squads compete each weekend during a regular season in order to make their way to the playoffs, for a chance at winning their respective TWL-Cups! TWD is a more versatile league system, where games are played at any time and all squads can compete! All of these games are hosted automatically by the MatchBots, who handle all score reporting, player lagouts, game setup, and referee decisions.&lt;br /&gt;
&lt;br /&gt;
[[Category:Zones]]&lt;/div&gt;</summary>
		<author><name>Hakaku</name></author>	</entry>

	<entry>
		<id>http://wiki.minegoboom.com/index.php?title=ChatNet_Protocol&amp;diff=6050</id>
		<title>ChatNet Protocol</title>
		<link rel="alternate" type="text/html" href="http://wiki.minegoboom.com/index.php?title=ChatNet_Protocol&amp;diff=6050"/>
				<updated>2009-08-28T18:14:16Z</updated>
		
		<summary type="html">&lt;p&gt;Hakaku: /* The Protocol */ fix link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Simple Chat Protocol is an ASCII (plain text) protocol created by [[grelminar]] for chatting on [[ASSS]]. Being TCP and quite simple allows programmers to create feature rich chat clients quite easily, something that can't be done with the complex standard SubSpace protocol.&lt;br /&gt;
&lt;br /&gt;
== The Protocol ==&lt;br /&gt;
The latest version can always be found at http://bitbucket.org/grelminar/asss/src/tip/doc/simple-chat.txt&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
simple chat protocol&lt;br /&gt;
version 1.6&lt;br /&gt;
grelminar@yahoo.com&lt;br /&gt;
--------------------&lt;br /&gt;
&lt;br /&gt;
the protocol is ascii over tcp. each message contains several fields,&lt;br /&gt;
the first of which a type field that determines the meaning of the&lt;br /&gt;
remaining ones. fields are separated by a colon (':', ascii 58). each&lt;br /&gt;
message is terminated by either a CR (ascii 13), a LF (ascii 10) or any&lt;br /&gt;
combination of those two.&lt;br /&gt;
&lt;br /&gt;
either side can close the connection at any time. the other side should&lt;br /&gt;
respond to this by closing their end of the connection also.&lt;br /&gt;
&lt;br /&gt;
unless otherwise specified, the last field for each message type is&lt;br /&gt;
allowed to contain colons.&lt;br /&gt;
&lt;br /&gt;
player names are used to differentiate players. case is insignificant&lt;br /&gt;
when comparing player names, but the server is required to use the same&lt;br /&gt;
capitalization for all instances of the same player in the same session&lt;br /&gt;
(i.e., if someone logs out and logs in again, the case of their name&lt;br /&gt;
might change).&lt;br /&gt;
&lt;br /&gt;
the rest of this document will describe the possible message types. if&lt;br /&gt;
you recieve an unsupported message type, you should ignore it. in the&lt;br /&gt;
following, capital letters generally designate stuff that should be sent&lt;br /&gt;
literally, as it is printed here. lowercase letters are descriptions of&lt;br /&gt;
fields will be filled in with the relevant data.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
login:&lt;br /&gt;
&lt;br /&gt;
client sends:&lt;br /&gt;
	LOGIN:version:name:password&lt;br /&gt;
		(the version field contains the protocol version, and also some&lt;br /&gt;
		information about the client. it should be of the form &amp;quot;1;client&lt;br /&gt;
		name and version&amp;quot;. for example, &amp;quot;1;ccc 1.2, by grelminar&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
server will respond with one of:&lt;br /&gt;
	LOGINBAD:message&lt;br /&gt;
		(disconnect)&lt;br /&gt;
or&lt;br /&gt;
	LOGINOK:yourname&lt;br /&gt;
		(the server/biller can rename clients, so the new name must be&lt;br /&gt;
		sent back to the client)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
entering arenas:&lt;br /&gt;
&lt;br /&gt;
client sends:&lt;br /&gt;
	GO:name&lt;br /&gt;
		(use an empty name to mean &amp;quot;first public arena&amp;quot;. note that even&lt;br /&gt;
		if name is empty, the colon is still required.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
server may reply:&lt;br /&gt;
	INARENA:arenaname:freq&lt;br /&gt;
		(client should clear its player list when it gets this. freq is&lt;br /&gt;
		the freq that the client has been assigned. chat clients are&lt;br /&gt;
		always in spectator mode, and never in ships.)&lt;br /&gt;
	PLAYER:name:ship:freq&lt;br /&gt;
		(one line for each player who's in the arena at the time when it&lt;br /&gt;
		is entered.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
enter/leave notification:&lt;br /&gt;
&lt;br /&gt;
server sends:&lt;br /&gt;
	ENTERING:name:ship:freq&lt;br /&gt;
		(when a player enters an arena)&lt;br /&gt;
	LEAVING:name&lt;br /&gt;
		(when a player leaves)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ship/freq changes:&lt;br /&gt;
&lt;br /&gt;
client sends:&lt;br /&gt;
	CHANGEFREQ:freq&lt;br /&gt;
&lt;br /&gt;
server sends:&lt;br /&gt;
	SHIPFREQCHANGE:name:ship:freq&lt;br /&gt;
		(ships are numbered from 0 (warbird) to 8 (spectator))&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
kills:&lt;br /&gt;
&lt;br /&gt;
server sends:&lt;br /&gt;
	KILL:killername:killedname:bounty:flagscarried&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
chat (the important part):&lt;br /&gt;
&lt;br /&gt;
client sends:&lt;br /&gt;
	SEND:PUB:msg&lt;br /&gt;
	SEND:PUBM:msg&lt;br /&gt;
	SEND:PRIV:name:msg&lt;br /&gt;
		(the same message type works for both regular and remove priv msgs)&lt;br /&gt;
	SEND:FREQ:freq:msg&lt;br /&gt;
		(freq is the number of the destination freq)&lt;br /&gt;
	SEND:CHAT:line&lt;br /&gt;
		(line is either &amp;quot;msg&amp;quot; or &amp;quot;channelnum;msg&amp;quot;)&lt;br /&gt;
	SEND:MOD:msg&lt;br /&gt;
	SEND:CMD:cmd&lt;br /&gt;
	SEND:PRIVCMD:name:msg&lt;br /&gt;
	SEND:SQUAD:squad:msg&lt;br /&gt;
&lt;br /&gt;
server sends:&lt;br /&gt;
	MSG:ARENA:msg&lt;br /&gt;
	MSG:CMD:msg&lt;br /&gt;
	MSG:PUB:name:msg&lt;br /&gt;
	MSG:PUBM:name:msg&lt;br /&gt;
		(macroed pub message)&lt;br /&gt;
	MSG:PRIV:name:msg&lt;br /&gt;
	MSG:FREQ:name:msg&lt;br /&gt;
	MSG:CHAT:channelnum:msg&lt;br /&gt;
	MSG:MOD:name:msg&lt;br /&gt;
	MSG:SYSOP:msg&lt;br /&gt;
	MSG:SQUAD:squad:sender:msg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
miscellaneous:&lt;br /&gt;
&lt;br /&gt;
client or server can send at any time:&lt;br /&gt;
	NOOP&lt;br /&gt;
&lt;br /&gt;
this can be used (by the client) to implement a keepalive ping to get&lt;br /&gt;
around crappy nat routers, or (by the server) to help time out dead&lt;br /&gt;
clients.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
document history:&lt;br /&gt;
&lt;br /&gt;
1.6:&lt;br /&gt;
	added NOOP type.&lt;br /&gt;
&lt;br /&gt;
1.5:&lt;br /&gt;
	added client name in the version field of LOGIN.&lt;br /&gt;
	added PUBM message type.&lt;br /&gt;
&lt;br /&gt;
1.4 and before:&lt;br /&gt;
	detailed history unavailable&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# dist: public&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Protocol]]&lt;/div&gt;</summary>
		<author><name>Hakaku</name></author>	</entry>

	<entry>
		<id>http://wiki.minegoboom.com/index.php?title=Creating_and_Testing_a_Simple_Discretion_Module_in_Eclipse&amp;diff=6047</id>
		<title>Creating and Testing a Simple Discretion Module in Eclipse</title>
		<link rel="alternate" type="text/html" href="http://wiki.minegoboom.com/index.php?title=Creating_and_Testing_a_Simple_Discretion_Module_in_Eclipse&amp;diff=6047"/>
				<updated>2009-07-15T23:24:24Z</updated>
		
		<summary type="html">&lt;p&gt;Hakaku: /* Links */ because it's not obvious to someone who's never used it&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This tutorial is a '''video''' tutorial describing how anyone can using minGW (and probably g++) and Eclipse to compile a simple module and put get it to run on [[Discretion]]. It assumes you're using Windows (although g++ may work) and you don't have any tools installed. However, you should have already gotten the source code (if not see the [[Obtaining the Discretion Source using Subversion]] tutorial). This tutorial is part of a series of tutorials consisting of the [[Discretion Module Tutorial]].&lt;br /&gt;
&lt;br /&gt;
minGW stands for minimalistic Gnu for Windows. It is an open source complier almost identical to gcc and g++, which are the compilers used for linux, among other things. The compiler produces native Windows exectuables, and best of all it's free! However, its interface isn't the best for the novice user. Thus, we use eclipse to help manage the minGW compiler for us.&lt;br /&gt;
&lt;br /&gt;
Eclipse, is an integrated development environment (IDE) which is also open-source and free. It is basically a program that makes it easier to make other programs. It was originally designed for Java development, but people made plugins to allow C++ development. These extensions are called the CDT (C/C++ Development Tooling). The CDT integrates nicely with minGW so these two make a good match. Discretion's modules come with Eclipse Projects when you get the source so modifications are easy to make. Eclipse is implemented in Java, so in order to use it you need the Java Runtime Environment. The good news is you probably already have this installed. Nonetheless, the tutorial covers downloading it if you don't already have it installed.&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
&lt;br /&gt;
This tutorial is divided a few parts:&lt;br /&gt;
* [[Media:Disc_mingw.wmv|Obtaining and Testing minGW]]&lt;br /&gt;
* [[Media:Disc_jre.wmv|Getting the Java Runtime Environment]] (90% of people can skip this step)&lt;br /&gt;
* [[Media:Disc_eclipse.wmv|Downloading Eclipse with CDT]]&lt;br /&gt;
* [[Media:Disc_simplemod.wmv|Creating and Testing a Simple Module within Discretion]]&lt;br /&gt;
* [[Media:Disc_tricks.wmv|Discretion with Eclipse Tricks and Tips]]&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
&lt;br /&gt;
minGW: [http://sourceforge.net/project/showfiles.php?group_id=2435 Sourceforge File List]&lt;br /&gt;
&lt;br /&gt;
java runtime environment: [http://java.sun.com/javase/downloads/?intcmp=1281 Downloads]&lt;br /&gt;
&lt;br /&gt;
eclipse: [http://www.eclipse.org/downloads/ Eclipse Downloads]&lt;br /&gt;
&lt;br /&gt;
[http://lazyfoo.net/SDL_tutorials/lesson01/windows/eclipse/index.php Setting up SDL in Eclipse] (steps 1-4)&lt;/div&gt;</summary>
		<author><name>Hakaku</name></author>	</entry>

	<entry>
		<id>http://wiki.minegoboom.com/index.php?title=User_talk:Hakaku&amp;diff=6046</id>
		<title>User talk:Hakaku</title>
		<link rel="alternate" type="text/html" href="http://wiki.minegoboom.com/index.php?title=User_talk:Hakaku&amp;diff=6046"/>
				<updated>2009-07-14T18:59:24Z</updated>
		
		<summary type="html">&lt;p&gt;Hakaku: thx&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[User:Mine GO BOOM|Mine GO BOOM]] 20:12, July 12, 2009 (PDT): Very nice job with the ASSS pages.&lt;br /&gt;
:Thanks, I didn't think anyone would notice so quickly. - [[User:Hakaku|Hakaku]] 11:59, July 14, 2009 (PDT)&lt;/div&gt;</summary>
		<author><name>Hakaku</name></author>	</entry>

	<entry>
		<id>http://wiki.minegoboom.com/index.php?title=Callbacks&amp;diff=6045</id>
		<title>Callbacks</title>
		<link rel="alternate" type="text/html" href="http://wiki.minegoboom.com/index.php?title=Callbacks&amp;diff=6045"/>
				<updated>2009-07-14T18:58:41Z</updated>
		
		<summary type="html">&lt;p&gt;Hakaku: +cat&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains a list of callbacks and arguments for functions. I have tried to format them as well as I can in C. Currently, they are listed in alphabetical order of filenames, but that needs to be changed. Correct parameter names are given. In Python, all variables with &amp;quot;inout&amp;quot; after the type need to be returned from the function. In C you can just ignore it.&lt;br /&gt;
&lt;br /&gt;
*'''CB_ARENAACTION'''(Arena *target, int *action): This callback is called whenever the arena is created, changed, destroyed, or configuration files changed. target is the arena being affected, and action is what the arena is doing (AA_*). Gotten from arenaman.h&lt;br /&gt;
*'''CB_BALLPICKUP'''(Arena *arena, Player *p, int bid): This callback is called whenever a player picks up a ball. arena is the arena it happened in, p is the player who picked up the ball, and bid is the ID of the ball picked up. Gotten from balls.h&lt;br /&gt;
*'''CB_BALLFIRE'''(Arena *arena, Player *p, int bid): Like the CB_BALLPICKUP command, except this is called when the ball is thrown. arena is the arena it happened in, p is the player who picked up the ball, and bid is the ID of the ball. Gotten from balls.h&lt;br /&gt;
*'''CB_GOAL'''(Arena *arena, Player *p, int bid, int x, int y): This is called when the ball goes into the goal. arena is the arena it happened in, p is the person who had the ball last, bid is the ID of the ball scored, and x and y is the last position of the ball (PLEASE CONFIRM!). Gotten from balls.h&lt;br /&gt;
*'''CB_SET_BANNER'''(Player *p, Banner *banner): This is called when a player sets his/her banner. p is the player (Ship will always be SHIP_SPEC), and banner is the banner that has been set. Gotten from banners.h&lt;br /&gt;
*'''CB_CHATMSG'''(Player *p, int type, int sound, Player *target, int freq, const char *text): Called whenever a player sends a message. p is the player, type is the type of message, which is not just zone, arena, freq, or private (see chat.h), target is the target of a private message, freq is the frequency of a team chat message, and of course, text is the message. Gotten from chat.h&lt;br /&gt;
*'''CB_REWRITECOMMAND'''(int initial, char *buf, int len): I have no idea what this does, but the file states that &amp;quot;this isn't for general use&amp;quot;, so... Gotten from chat.h&lt;br /&gt;
*'''CB_GLOBALCONFIGCHANGED'''(void): Called when the global configuration file(s) have been changed. The function does not take any parameters. Gotten from config.h&lt;br /&gt;
*'''CB_PLAYERACTION'''(Player *p, int action, Arena *arena): Called when a player does a miscellaneous function, such as enter an arena. p is the player, action is the action (PA_*, see core.h), and arena is the arena being entered/left, depending on what the player is doing. Gotten from core.h&lt;br /&gt;
*'''CB_TURFTAG'''(Arena *a, Player *p, int fid, int oldfreq, int newfreq): Called whenever a turf flag is tagged. CB_FLAGONMAP will also run, but this provides more info. a is the arena, p is the player, fid is the flag ID, and old- and newfreq are the old and new frequencies of the flag owners. Gotten from fg_turf.h&lt;br /&gt;
*'''CB_WARZONEWIN'''(Arena *a, int freq, int *points): Called to figure out the points rewarded from a won warzone-style game. a is the arena, freq is the winning freq, and points is the points rewarded (PLEASE CONFIRM!), and must be incremented. Gotten from fg_wz.h&lt;br /&gt;
*'''CB_FLAGGAIN'''(Arena *a, Player *p, int fid, int how): Called when a player gains a flag. a is the arena, p is the player that got the flags, fid is the ID of the flag(s) gotten (dunno how it works with multiple flags though), and how is how the player got the flags. Gotten from flagcore.h (see that for &amp;quot;how&amp;quot; values)&lt;br /&gt;
*'''CB_FLAGLOST'''(Arena *a, Player *p, int fid, int how): The opposite of CB_FLAGGAIN. All parameters are the same, except p is the player that lost the flags. Gotten from flagcore.h&lt;br /&gt;
*'''CB_FLAGONMAP'''(Arena *a, int fid, int x, int y, int freq): Called when a flag is placed on the map (dropped, neuted, moved, ect). a is the arena, fid is the flag ID, x and y it the position of the flag, and freq is the frequency of the flags. Gotten from flagcore.h&lt;br /&gt;
*'''CB_FLAGRESET'''(Arena *a, int freq, int points): Called when a flag game is reset, including when it is won. a is the arena, freq is the winning frequency (PLEASE CONFIRM!), and points is the points won (PLEASE CONFIRM!). Gotten from flagcore.h&lt;br /&gt;
*'''CB_KILL'''(Arena *arena, Player *killer, Player *killed, int bounty, int flags, int inout *pts, int inout *green): Called when a player is killed. arena is the arena, killer is the killer, killed is the killed player, bounty is the bounty displayed in the kill message, flags is the number of flags the killed person was carrying, points is the points the kill is worth, and green is the prize that will be placed after the callback. Gotten from game.h&lt;br /&gt;
*'''CB_KILL_POST_NOTIFY''': I guess this is the same as CB_KILL, except it is called AFTER the kill notification is sent. Gotten from game.h&lt;br /&gt;
*'''CB_FREQCHANGE'''(Player *p, int newfreq): Called when a player changes frequency. p is the player, and newfreq is the frequency the player is changing to. Gotten from game.h&lt;br /&gt;
*'''CB_SHIPCHANGE'''(Player *p, int newship, int newfreq): Called when a player changes ship. p is player, newship is the SHIP_* of the ship, and newfreq is the new frequency. Gotten from game.h&lt;br /&gt;
*'''CB_TIMESUP'''(Arena *arena): Called when the game timer is up. arena is the arena. Gotten from game.h&lt;br /&gt;
*'''CB_SAFEZONE'''(Player *p, int x, int y, int entering): Called when a player enters or leaves a safe zone. From game.h: &amp;quot;be careful about what you do in here; this runs in the unreliable packet handler thread (for now).&amp;quot; p is the player, x and y is the player's position in pixels, and entering is true if the player is entering. Gotten from game.h&lt;br /&gt;
*'''CB_REGION'''(Player *p, Region *rgn, int x, int y, int entering): Called when a player enters/exits an arena. p is the player, rgn is the region, x and y are the player's position, and entering is true if the player is entering. Gotten from game.h&lt;br /&gt;
*'''CB_GREEN'''(Player *p, int x, int y, int prize): Called when a player picks up a green. p is the player, x and y is the position of the player (in tiles), and prize is the number of the prize gotten. Gotten from game.h&lt;br /&gt;
*'''CB_ATTACH'''(Player *p, Player *to): Called when a player attaches to another player. p is the player attaching and to is the player being attached to. Gotten from game.h&lt;br /&gt;
*'''CB_CROWNCHANGE'''(Player *p, int gain, int cause): Called when a player gains/looses a KOTH crown. p is the player, gain is true if the player is gaining the crown, false if losing, and cause is how the player gained/lost the crown. See the file where the callback was gotten from: koth.h&lt;br /&gt;
*'''CB_KOTH_START'''(Arena *a, int initial_crowns): Called when a KOTH started. a is the arena, and initial_crowns is the number of players that got crowns (PLEASE CONFIRM!). Gotten from koth.h&lt;br /&gt;
*'''CB_KOTH_END'''(Arena *a, int playing, int winners, int points_per_winner): Called when a KOTH game ends. It is called before CB_KOTH_PLAYER_WIN a is the arena, playing is the number of players (PLEASE CONFIRM!), winners number of winners (PLEASE CONFIRM!), and points_per_winner is the number of points awarded to each player. Gotten from koth.h&lt;br /&gt;
*'''CB_KOTH_PLAYER_WIN'''(Arena *a, Player *p, int points): Called for each player that won a KOTR game. a is the arena, p is the player, and points is the points won. Gotten from koth.h&lt;br /&gt;
*'''CB_KOTH_PLAYER_WIN_END'''(Arena *a): Called after the last CB_KOTH_PLAYER_WIN. a is the arena. Gotten from koth.h&lt;br /&gt;
*'''CB_LOGFUNC'''(const char *line): Called when a line is logged. line is the line logged. Gotten from logman.h&lt;br /&gt;
*'''CB_MAINLOOP'''(void): I don't know exactly what this does; Here's the comment: &amp;quot;the type of CB_MAINLOOP callbacks&amp;quot;. It does not work with python, and really should not be used. Gotten from mainloop.h&lt;br /&gt;
*'''CB_CONNINIT'''(struct sockaddr_in *sin, byte *pkt, int len, void *v): I suppose this gets called when a player gets connected. I don't know anything about it, and there is no documentation. Gotten from net.h&lt;br /&gt;
*'''CB_INTERVAL_ENDED'''(void): Called when an interval that clears persistent data is triggered. Gotten from persist.h&lt;br /&gt;
*'''CB_NEWPLAYER'''(Player *p, int isnew): Called when a player is allocated or deallocated. p is the player, isnew it true if the player is being allocated, false if being deallocated. Gotten from player.h&lt;br /&gt;
*'''CB_PLAYERDAMAGE'''(Arena *arena, Player *p, struct S2CWatchDamage *damage, int count): Called when a player takes damage. You need to call AddWatch from I_WATCHDAMAGE before this will take effect (PLEASE CONFIRM!). arena is the arena, p is the player getting hit, and I don't know what damage and count are. Gotten from watchdamage.h&lt;br /&gt;
*'''CB_TURFSTEAL'''(Arena *arena, Player *p, int fid): I assume that this is called when a frequency claims a turf-flag (PLEASE CONFIRM!). arena is the arena, p is the player claiming the flag, and fid is the Flag ID. Gotten from turf_reward.h&lt;br /&gt;
*'''CB_TURFRECOVER'''(Arena *arena, int fid, int pid, int freq, int dings, int weight, int recovered): &amp;quot;called when a flag is 'recovered'&amp;quot;. I don't exactly know the specifics of this... Gotten from turf_reward.h&lt;br /&gt;
*'''CB_TURFLOST'''(Arena *arena, int fid, int pid, int freq, int dings, int weight, int recovered): The opposite of CB_TURFRECOVER. Gotten from turf_reward.h&lt;br /&gt;
*'''CB_TURFPOSTREWARD'''(Arena *arena, struct TurfArena *ta): Called after players have been prized points. arena is the arena, I don't know what ta is. Gotten from turf_reward.h&lt;br /&gt;
&lt;br /&gt;
If you find a callback not listed here, if you have more notes on a callback, or would like to correct some info, feel free to edit this page (After all, that is what a wiki is for.)&lt;br /&gt;
&lt;br /&gt;
[[Category:ASSS]]&lt;/div&gt;</summary>
		<author><name>Hakaku</name></author>	</entry>

	<entry>
		<id>http://wiki.minegoboom.com/index.php?title=Migration_Guide&amp;diff=6044</id>
		<title>Migration Guide</title>
		<link rel="alternate" type="text/html" href="http://wiki.minegoboom.com/index.php?title=Migration_Guide&amp;diff=6044"/>
				<updated>2009-07-14T18:57:58Z</updated>
		
		<summary type="html">&lt;p&gt;Hakaku: not sure about the game quirks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide will highlight some of the known pitfalls and gotchas when moving from subgame to asss.&lt;br /&gt;
&lt;br /&gt;
You may need to familiarise yourself with [[Module_General_Faq|modules.conf]] to apply some of the fixes.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Settings ==&lt;br /&gt;
&lt;br /&gt;
=== Team:MaxFrequency ===&lt;br /&gt;
&lt;br /&gt;
This setting now behaves as it is written. It is the maximum frequency you can enter. It is not the maximum number of frequencies available. For example setting this to 5 means you can enter 0,1,2,3,4,5.&lt;br /&gt;
&lt;br /&gt;
=== Prize:MinimumVirtual or Why do my flags and balls spawn differently? ===&lt;br /&gt;
&lt;br /&gt;
Flags and balls now have their own spawn settings:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
SpawnX = 512&lt;br /&gt;
SpawnY = 512&lt;br /&gt;
SpawnRadius = 20&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Additionally balls can have multiple spawns as of version 1.4.2:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
SpawnXN = 512&lt;br /&gt;
SpawnYN = 512&lt;br /&gt;
SpawnRadiusN = 20&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Where N is 0,1,2,3.&lt;br /&gt;
The numbers correspond to the ball ID. For example if you have 2 balls the ID's will start from 0. Ball 0 will use Spawn...0 and ball 1 will use Spawn...1. You can have up to 8 balls, meaning ball 4 will use Spawn...0 and so on.&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
&lt;br /&gt;
=== Why doesn't ?owner work anymore? ===&lt;br /&gt;
&lt;br /&gt;
This is disabled by default. You need to add the line 'cmd_owner' to conf/groupdef.dir/default.&lt;br /&gt;
&lt;br /&gt;
=== Why doesn't ?objon work anymore? ===&lt;br /&gt;
&lt;br /&gt;
The objects module is not loaded by default. You need to add the line 'objects' to conf/modules.conf.&lt;br /&gt;
&lt;br /&gt;
=== Why doesn't *arena &amp;lt;msg&amp;gt; work anymore? ===&lt;br /&gt;
&lt;br /&gt;
The command has been shortened to ?a &amp;lt;msg&amp;gt;. Additionally ?aa &amp;lt;msg&amp;gt; will anonymise the originator; their name will not be automatically appended to the message.&lt;br /&gt;
&lt;br /&gt;
You can use the sgcompat module to restore this command.&lt;br /&gt;
&lt;br /&gt;
=== Why doesn't *log work anymore? ===&lt;br /&gt;
&lt;br /&gt;
This has been replaced with ?lastlog [&amp;lt;number of lines&amp;gt;] [&amp;lt;filter text&amp;gt;] where [] means an optional parameter.&lt;br /&gt;
&lt;br /&gt;
You can use the sgcompat module to alias this command to *log however the format will not change back to subgame format.&lt;br /&gt;
&lt;br /&gt;
=== Why doesn't ?help &amp;lt;msg&amp;gt; work anymore? ===&lt;br /&gt;
&lt;br /&gt;
For an unknown reason the creator of asss decided to use this command as an online manual for commands and settings. Possibly because many billers used a similar ?man command.&lt;br /&gt;
&lt;br /&gt;
You can change the functionality of the ?help command by loading the notify module. Simply add (or uncomment) the line 'notify' to modules.conf, and put the following in global.conf:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[ Help ]&lt;br /&gt;
CommandName = man&lt;br /&gt;
&lt;br /&gt;
[ Notify ]&lt;br /&gt;
AlertCommand = help,cheater&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Don't forget to also add 'cmd_cheater' and 'cmd_man' (or other given names) to groupdef.dir/default.&lt;br /&gt;
&lt;br /&gt;
=== Can I add more AlertCommands like ?cheater ? ===&lt;br /&gt;
&lt;br /&gt;
To add AlertCommands such as ?cheater and ?illegal, you will need to load the notify module and make the appropriate changes as explained [[#Why doesn't ?help &amp;lt;msg&amp;gt; work anymore?|above]].&lt;br /&gt;
&lt;br /&gt;
== Game quirks ==&lt;br /&gt;
&lt;br /&gt;
=== I have some LVZ objects controlled by a bot but they don't work anymore ===&lt;br /&gt;
&lt;br /&gt;
The objects module is not loaded by default. You need to add the line 'objects' to conf/modules.conf.&lt;br /&gt;
&lt;br /&gt;
=== Why am I not seeing a greet message when I enter the arena? or Where have the periodic messages gone? ===&lt;br /&gt;
&lt;br /&gt;
The messages module is not loaded by default. You need to add the line 'messages' to conf/modules.conf.&lt;br /&gt;
&lt;br /&gt;
Additionally the PeriodicMessageN settings are bugged in asss. You can download a patch for 1.4.2 from http://toktok.sscentral.com/dump/messages.c.patch.txt.&lt;br /&gt;
&lt;br /&gt;
=== What's up with the goal message? ===&lt;br /&gt;
&lt;br /&gt;
If you are seeing 'SCORE: Warbirds:xx  Javelins:xx' and would rather see Team0,Team1 then read on.&lt;br /&gt;
&lt;br /&gt;
The points_goal module was coded for a specific purpose and did not implement all the things from subgame. You can download a patch from http://toktok.sscentral.com/dump/points_goal.c-scoremsg.patch.txt.&lt;br /&gt;
&lt;br /&gt;
=== I want to keep my bots but they aren't behaving, is there any hope? ===&lt;br /&gt;
&lt;br /&gt;
There is a module called sgcompat that creates command aliases from subgame commands to asss commands. To use the module add 'funky:sgcompat' to conf/modules.conf. Additionally, your bot may get silenced for sending multiple consecutive messages and commands. To fix this, add the line 'unlimitedchat' to the appropriate group the bot is in (e.g. groupdef.dir/mod). Lastly, bots that need to toggle objects may flood your screen with red error messages indicating an invalid toggle. You can fix this by adding either 'broadcastbot' or 'broadcastany' to the bot's respective group.&lt;br /&gt;
&lt;br /&gt;
[[Category:ASSS]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Hakaku</name></author>	</entry>

	<entry>
		<id>http://wiki.minegoboom.com/index.php?title=List_of_Custom_Modules&amp;diff=6042</id>
		<title>List of Custom Modules</title>
		<link rel="alternate" type="text/html" href="http://wiki.minegoboom.com/index.php?title=List_of_Custom_Modules&amp;diff=6042"/>
				<updated>2009-07-12T18:17:17Z</updated>
		
		<summary type="html">&lt;p&gt;Hakaku: incomplete, but makes for a quick &amp;amp; easy reference to existing modules and examples&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Provided below is a list of custom modules and projects for ASSS which have been released for public use. Although several of them were designed for previous versions of ASSS, most of them still work when recompiled against the most recent release of ASSS, often with with little to no modifications necessary.&lt;br /&gt;
&lt;br /&gt;
For help on how to compile C modules, see [[Installing New Modules]] for more details.&lt;br /&gt;
&lt;br /&gt;
= Open Source =&lt;br /&gt;
== ASSS 1.4.4 ==&lt;br /&gt;
; C&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=8384 Colors] - Cheese&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=8425 Command List] - Cheese&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7469 fm_shiplimits] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=8095 Fuschia] - Dr Brain&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?p=78585#78585 Goal Callback example]&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=8092 hs_util] - Dr Brain&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?p=79093#79093 Jackpot Music Lock] - Hakaku&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7560 King of the Hill] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=8431 Sql Query] - Cheese&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7757 Staff Message of the Day] - JoWie&lt;br /&gt;
&lt;br /&gt;
; Python&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=8171 Automated Team Picking] - D1st0rt&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=3975 Bounty Rabbit] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=8402 Optparser] - D1st0rt&lt;br /&gt;
&lt;br /&gt;
; Projects&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=8382 Hosted Game Core] - D1st0rt&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?p=80108#80108 Paintball Modules] - Bak&lt;br /&gt;
&lt;br /&gt;
== ASSS 1.4.2 - 1.4.3 ==&lt;br /&gt;
; C&lt;br /&gt;
* [http://toktok.sscentral.com/ss-asss.html Autobrick] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=6567 Chatmenu] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=4882 Controllable doors] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=3758 CTF flag game] - Smong&lt;br /&gt;
* [http://toktok.sscentral.com/ss-asss.html Digithud] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=6187 hs_ufo] - Dr Brain&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7059 Initial] - Bak&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7614 Jpcounter2] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7609 Per ship lvz] - JoWie&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=6984 radarzoom - per ship MapZoomFactor] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7399 Region Triggers] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7563 Spree] - Smong, JoWie&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7507 Swappable game interface] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7608 Thor Level] - JoWie&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7055 Vehicles] - Bak&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7462 Zombie] - Animate Dreams&lt;br /&gt;
&lt;br /&gt;
; Python&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=3564 Autoprize] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7506 Craters] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=6117 Dodgeball] - xsp0rtsfanx, Chambahs&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7614 fg_wz_spawns] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7454 Goal Spree] - BDwinsAlt&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7361 Kill lvz] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7391 Noise upon entering] - BDwinsAlt&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7724 ShipFX] - Jonus&lt;br /&gt;
* [http://toktok.sscentral.com/ss-asss.html Soundenter2] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7718 Staff Application] - Jonus&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7732 SubSpace Casino] - Jonus&lt;br /&gt;
* [http://toktok.sscentral.com/ss-asss.html Suggest] - Smong&lt;br /&gt;
&lt;br /&gt;
; Projects&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=5629 CNC Generals] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=6035 Direct ASSS Web Stats] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=7409 Hyperspace Core Modules] - Dr Brain&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=5629 Unreal Tournament] - Chambahs, Smong, others &lt;br /&gt;
&lt;br /&gt;
== ASSS 1.3.6 - 1.4.0 ==&lt;br /&gt;
; C&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=4776 Cmdalias] - Bak&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=4817 Drone] - Bak&lt;br /&gt;
* [http://toktok.sscentral.com/ss-asss.html Nomysql] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=4159 Poll] - Bak&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=4279 Prize Management System] - 50% Packetloss&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=4777 Togglespec] - Bak&lt;br /&gt;
&lt;br /&gt;
; Python&lt;br /&gt;
* [http://toktok.sscentral.com/ss-asss.html Autowarp3] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=4865 Elim] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=4262 Guessing game] - Chambahs, Smong&lt;br /&gt;
* [http://toktok.sscentral.com/ss-asss.html Note] - Smong&lt;br /&gt;
* [http://toktok.sscentral.com/ss-asss.html To do] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=5426 Turretwar] - D1st0rt&lt;br /&gt;
* [http://toktok.sscentral.com/ss-asss.html Wipeout] - Smong&lt;br /&gt;
&lt;br /&gt;
== ASSS 1.2.x - 1.3.5 ==&lt;br /&gt;
; C&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=3690 Afk] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=3306 hs_antiwarp] - Dr Brain&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=3305 hs_listnewb] - Dr Brain&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=3229 %macro expander] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=3004 Moveto] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=3228 Race] - Smong, i88gerbils&lt;br /&gt;
&lt;br /&gt;
; Python&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=3974 Blackjack] - Chambahs&lt;br /&gt;
&lt;br /&gt;
== ASSS 0.9.x - 1.1.x ==&lt;br /&gt;
; C&lt;br /&gt;
* [http://toktok.sscentral.com/ss-asss.html autowarp2] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=3162 Flag neuter] - Dr Brain&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=1888 No anti in centre] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=2467 Putmap] - Dr Brain&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=3163 Simple region tools] - Dr Brain&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=801 Teamkill] - Smong&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=801 Triggers] - Smong&lt;br /&gt;
* [http://toktok.sscentral.com/ss-asss.html Warper] - Smong&lt;br /&gt;
&lt;br /&gt;
= Close Source =&lt;br /&gt;
; C&lt;br /&gt;
* [http://forums.minegoboom.com/viewtopic.php?t=6757 Bot with Damage] - Smong&lt;br /&gt;
* [http://toktok.sscentral.com/ss-asss.html Cheat Detection] - Smong&lt;br /&gt;
&lt;br /&gt;
[[Category:Custom Modules]]&lt;/div&gt;</summary>
		<author><name>Hakaku</name></author>	</entry>

	<entry>
		<id>http://wiki.minegoboom.com/index.php?title=Installing_New_Modules_with_Eclipse&amp;diff=6041</id>
		<title>Installing New Modules with Eclipse</title>
		<link rel="alternate" type="text/html" href="http://wiki.minegoboom.com/index.php?title=Installing_New_Modules_with_Eclipse&amp;diff=6041"/>
				<updated>2009-07-11T20:15:13Z</updated>
		
		<summary type="html">&lt;p&gt;Hakaku: /* Step 3 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Creating your first module can often be an intimidating process when you don't exactly know what you're doing. The following tutorial will guide you step by step on how to create an ASSS module using the [http://www.eclipse.org/cdt/ CDT] (C/C++ Development Tools) Integrated Development Environment (IDE) for [http://www.eclipse.org/ Eclipse] on the Windows operating system. Users already familiar with [[Installing New Modules#With Dev C++|Dev-C++]] will note several similarities between the two. You can obtain the most recent version of Eclipse CDT [http://www.eclipse.org/downloads/packages/eclipse-ide-cc-developers/galileor here]. (Note: you may also need to install MinGW, which can be downloaded from [http://sourceforge.net/projects/mingw/files/ here]. Choose ''Automated MinGW Installer'', then download ''MinGW-5.1.4.exe'')&lt;br /&gt;
&lt;br /&gt;
== Step 1 ==&lt;br /&gt;
Once you have completely unpacked Eclipse, start up the program, and specify a workspace (a popup should automatically ask you for this). You can safely ignore the initial welcome screen and go straight to creating your first project. To do that, go to ''File'' &amp;gt; ''New'' &amp;gt; ''C Project''.&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_01.png|300px]]&lt;br /&gt;
&lt;br /&gt;
A new screen should now appear. Give your project a name, and then click the ''&amp;lt;u&amp;gt;N&amp;lt;/u&amp;gt;ext'' button.&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_02.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Deselect the ''Debug'' option, it isn't necessary for the following tutorial, and then press ''Finish''.&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_03.png]]&lt;br /&gt;
&lt;br /&gt;
Assuming everything went ok, your project should look something like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_04.png|300px]]&lt;br /&gt;
&lt;br /&gt;
== Step 2 ==&lt;br /&gt;
[[Image:Eclipse_05.png|300px]]&lt;br /&gt;
&lt;br /&gt;
The next step will be to create new files to add in your project. To do this, go into ''File'' &amp;gt; ''New'' &amp;gt; ''Source File''. A new window will now show up. From here, you can now give your source (.c) file a name. Press the ''Finish'' button once you're done.&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_06.png|300px]]&lt;br /&gt;
&lt;br /&gt;
If you don't already have a module in mind, copy and paste the following (as used throughout the rest of this tutorial):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#include &amp;quot;asss.h&amp;quot;&lt;br /&gt;
&lt;br /&gt;
//Interfaces&lt;br /&gt;
local Imodman *mm;&lt;br /&gt;
local Icmdman *cmd;&lt;br /&gt;
local Ichat *chat;&lt;br /&gt;
&lt;br /&gt;
local void Shout(const char *command, const char *params, Player *p, const Target *target)&lt;br /&gt;
{&lt;br /&gt;
    chat-&amp;gt;SendMessage(arena, &amp;quot;Hamburger!&amp;quot;);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
EXPORT int MM_hamburger(int action, Imodman *mm_, Arena *arena)&lt;br /&gt;
{&lt;br /&gt;
    if (action == MM_LOAD)&lt;br /&gt;
    {&lt;br /&gt;
        mm = mm_;&lt;br /&gt;
&lt;br /&gt;
        chat = mm-&amp;gt;GetInterface(I_CHAT, arena);&lt;br /&gt;
        cmd = mm-&amp;gt;GetInterface(I_CMDMAN, arena);&lt;br /&gt;
&lt;br /&gt;
        if (!chat || !cmd)&lt;br /&gt;
            return MM_FAIL;&lt;br /&gt;
        else&lt;br /&gt;
        {&lt;br /&gt;
            cmd-&amp;gt;AddCommand(&amp;quot;hamburger&amp;quot;, ShoutHamburger, ALLARENAS, NONE);&lt;br /&gt;
&lt;br /&gt;
            return MM_OK;&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
    else if (action == MM_UNLOAD)&lt;br /&gt;
    {&lt;br /&gt;
        cmd-&amp;gt;RemoveCommand(&amp;quot;hamburger&amp;quot;, ShoutHamburger, ALLARENAS);&lt;br /&gt;
&lt;br /&gt;
        mm-&amp;gt;ReleaseInterface(cmd);&lt;br /&gt;
        mm-&amp;gt;ReleaseInterface(chat);&lt;br /&gt;
&lt;br /&gt;
        return MM_OK;&lt;br /&gt;
    }&lt;br /&gt;
    return MM_OK;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Image:Eclipse_07.png|300px]]&lt;br /&gt;
&lt;br /&gt;
You'll also need to add the file ''util.c'' into your project, which you can find in your ASSS folder under ''/src/main''. Either open util.c using an external program, or through Eclipse via ''File'' &amp;gt; ''Open File...'' Repeating the same process as from the beginning of Step 2, copy and paste the source of util.c into your project (keep the name the same).&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_08.png|300px]]&lt;br /&gt;
&lt;br /&gt;
== Step 3 ==&lt;br /&gt;
Even though you've created a project and added files, you're still not ready to build your module. You should notice that your main source file will be full of question marks; don't panic, this simply means that Eclipse isn't configured properly yet, and doesn't know what to do with your source. To configure your project, click on ''Project'' &amp;gt; ''Properties'' in the menu.&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_09.png]]&lt;br /&gt;
&lt;br /&gt;
Navigate your way under ''C/C++ Build'' &amp;gt; ''Settings''. And choose the tab named ''Tool Settings''.&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_10.png]]&lt;br /&gt;
&lt;br /&gt;
The first thing you want to do is add your include paths. As shown below, add the following directories under ''GCC C Compiler'' &amp;gt; ''Directories''. &lt;br /&gt;
* asss/src&lt;br /&gt;
* asss/src/include&lt;br /&gt;
* asss/windeps&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_11.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Without changing the page, navigate to ''MingGW C Linker'' &amp;gt; ''Miscellaneous''. You'll want to add the pthread.dll/pthreadGC2.dll file (actual name may vary), generally located in ASSS' ''/windeps'' folder.&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_12.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Now click on the tab named ''Build Artifact''. The first thing you want to do is make sure you're creating a Shared Library file, and ''not'' an executable. Then, make sure that the artifact extension is '''dll'''. The latter two can be avoided if you already selected Shared Library at the beginning of [[#Step 1]]. You can also change the name of the name of your output file, and specify a prefix (though not necessary).&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_13.png|300px]]&lt;br /&gt;
&lt;br /&gt;
== Step 4 ==&lt;br /&gt;
Once you're all done, click on ''Apply'', then ''OK''. Your project should automatically build itself afterwards, but you can build and rebuild it at any time by clicking on the hammer button, or by going into ''Project'' &amp;gt; ''Build All''.&lt;br /&gt;
&lt;br /&gt;
Eclipse may then give you several warnings and errors if you made a mistake somewhere. Revise the list of warnings and errors to see if there isn't something that you've forgotten (such as adding an #include), or a simple typo.&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_14.png|300px]]&lt;br /&gt;
&lt;br /&gt;
If you used the above example provided in [[#Step 2|Step 2]], you should obtain the following 3 errors and 1 warning:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
`NONE' undeclared (first use in this function)	hamburger.c	/hamburger	line 26&lt;br /&gt;
`ShoutHamburger' undeclared (first use in this function)	hamburger.c	/hamburger	line 26&lt;br /&gt;
`arena' undeclared (first use in this function)	hamburger.c	/hamburger	line 10&lt;br /&gt;
'Shout' defined but not used	hamburger.c	/hamburger	line 9&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
These can be corrected by replacing ''NONE'' with ''NULL'', ''local void Shout(...'' with ''local void ShoutHamburger(...'', and ''arena'' with ''p''. As you familiarize yourself with both the C language and ASSS, it will be easier for you to understand your mistakes, and know how to fix them.&lt;br /&gt;
&lt;br /&gt;
If everything is compiled properly, Eclipse should now say &amp;quot;Build complete for project X&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_15.png|300px]]&lt;br /&gt;
&lt;br /&gt;
== Step 5 ==&lt;br /&gt;
Now that you've created your first module, you'll want to give it a test run in-game. Locate your dll file in your workspace under the folder ''projectname/Release''. Copy it, and paste in in your ASSS folder under ''/bin''. Now open the file named ''modules.conf'' located in your ''/conf'' folder. Scroll to the bottom of the page, and add a new line with the file name and entry point name (i.e. EXPORT int MM_'''hamburger''') as follows:&lt;br /&gt;
* FILENAME:MODULENAME  (e.g. hamburger:hamburger)&lt;br /&gt;
&lt;br /&gt;
Make sure to save the file. If you've made a mistake in the name, then ASSS will close after you start it, as soon as it tries to load the non-existant or faulty module. Otherwise, you're now officially ready to give your module a spin!&lt;br /&gt;
&lt;br /&gt;
In the hamburger example, you will also have to make one extra modification. Before starting ASSS, move over to the folder ''/conf/groupdef.dir''. Open up the file named ''Default'' (any text editor will do), and add the line ''cmd_hamburger''. This will now add the command ?hamburger. To test it, start up ASSS, and type ?hamburger in-game.&lt;br /&gt;
&lt;br /&gt;
[[Category:Module]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Hakaku</name></author>	</entry>

	<entry>
		<id>http://wiki.minegoboom.com/index.php?title=Installing_New_Modules_with_Eclipse&amp;diff=6040</id>
		<title>Installing New Modules with Eclipse</title>
		<link rel="alternate" type="text/html" href="http://wiki.minegoboom.com/index.php?title=Installing_New_Modules_with_Eclipse&amp;diff=6040"/>
				<updated>2009-07-11T20:14:32Z</updated>
		
		<summary type="html">&lt;p&gt;Hakaku: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Creating your first module can often be an intimidating process when you don't exactly know what you're doing. The following tutorial will guide you step by step on how to create an ASSS module using the [http://www.eclipse.org/cdt/ CDT] (C/C++ Development Tools) Integrated Development Environment (IDE) for [http://www.eclipse.org/ Eclipse] on the Windows operating system. Users already familiar with [[Installing New Modules#With Dev C++|Dev-C++]] will note several similarities between the two. You can obtain the most recent version of Eclipse CDT [http://www.eclipse.org/downloads/packages/eclipse-ide-cc-developers/galileor here]. (Note: you may also need to install MinGW, which can be downloaded from [http://sourceforge.net/projects/mingw/files/ here]. Choose ''Automated MinGW Installer'', then download ''MinGW-5.1.4.exe'')&lt;br /&gt;
&lt;br /&gt;
== Step 1 ==&lt;br /&gt;
Once you have completely unpacked Eclipse, start up the program, and specify a workspace (a popup should automatically ask you for this). You can safely ignore the initial welcome screen and go straight to creating your first project. To do that, go to ''File'' &amp;gt; ''New'' &amp;gt; ''C Project''.&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_01.png|300px]]&lt;br /&gt;
&lt;br /&gt;
A new screen should now appear. Give your project a name, and then click the ''&amp;lt;u&amp;gt;N&amp;lt;/u&amp;gt;ext'' button.&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_02.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Deselect the ''Debug'' option, it isn't necessary for the following tutorial, and then press ''Finish''.&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_03.png]]&lt;br /&gt;
&lt;br /&gt;
Assuming everything went ok, your project should look something like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_04.png|300px]]&lt;br /&gt;
&lt;br /&gt;
== Step 2 ==&lt;br /&gt;
[[Image:Eclipse_05.png|300px]]&lt;br /&gt;
&lt;br /&gt;
The next step will be to create new files to add in your project. To do this, go into ''File'' &amp;gt; ''New'' &amp;gt; ''Source File''. A new window will now show up. From here, you can now give your source (.c) file a name. Press the ''Finish'' button once you're done.&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_06.png|300px]]&lt;br /&gt;
&lt;br /&gt;
If you don't already have a module in mind, copy and paste the following (as used throughout the rest of this tutorial):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#include &amp;quot;asss.h&amp;quot;&lt;br /&gt;
&lt;br /&gt;
//Interfaces&lt;br /&gt;
local Imodman *mm;&lt;br /&gt;
local Icmdman *cmd;&lt;br /&gt;
local Ichat *chat;&lt;br /&gt;
&lt;br /&gt;
local void Shout(const char *command, const char *params, Player *p, const Target *target)&lt;br /&gt;
{&lt;br /&gt;
    chat-&amp;gt;SendMessage(arena, &amp;quot;Hamburger!&amp;quot;);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
EXPORT int MM_hamburger(int action, Imodman *mm_, Arena *arena)&lt;br /&gt;
{&lt;br /&gt;
    if (action == MM_LOAD)&lt;br /&gt;
    {&lt;br /&gt;
        mm = mm_;&lt;br /&gt;
&lt;br /&gt;
        chat = mm-&amp;gt;GetInterface(I_CHAT, arena);&lt;br /&gt;
        cmd = mm-&amp;gt;GetInterface(I_CMDMAN, arena);&lt;br /&gt;
&lt;br /&gt;
        if (!chat || !cmd)&lt;br /&gt;
            return MM_FAIL;&lt;br /&gt;
        else&lt;br /&gt;
        {&lt;br /&gt;
            cmd-&amp;gt;AddCommand(&amp;quot;hamburger&amp;quot;, ShoutHamburger, ALLARENAS, NONE);&lt;br /&gt;
&lt;br /&gt;
            return MM_OK;&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
    else if (action == MM_UNLOAD)&lt;br /&gt;
    {&lt;br /&gt;
        cmd-&amp;gt;RemoveCommand(&amp;quot;hamburger&amp;quot;, ShoutHamburger, ALLARENAS);&lt;br /&gt;
&lt;br /&gt;
        mm-&amp;gt;ReleaseInterface(cmd);&lt;br /&gt;
        mm-&amp;gt;ReleaseInterface(chat);&lt;br /&gt;
&lt;br /&gt;
        return MM_OK;&lt;br /&gt;
    }&lt;br /&gt;
    return MM_OK;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Image:Eclipse_07.png|300px]]&lt;br /&gt;
&lt;br /&gt;
You'll also need to add the file ''util.c'' into your project, which you can find in your ASSS folder under ''/src/main''. Either open util.c using an external program, or through Eclipse via ''File'' &amp;gt; ''Open File...'' Repeating the same process as from the beginning of Step 2, copy and paste the source of util.c into your project (keep the name the same).&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_08.png|300px]]&lt;br /&gt;
&lt;br /&gt;
== Step 3 ==&lt;br /&gt;
Even though you've created a project and added files, you're still not ready to build your module. You should notice that your main source file will be full of question marks; don't panic, this simply means that Eclipse isn't configured properly yet, and doesn't know what to do with your source. To configure your project, click on ''Project'' &amp;gt; ''Properties'' in the menu.&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_09.png]]&lt;br /&gt;
&lt;br /&gt;
Navigate your way under ''C/C++ Build'' &amp;gt; ''Settings''. And choose the tab named ''Tool Settings''.&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_10.png]]&lt;br /&gt;
&lt;br /&gt;
The first thing you want to do is add your include paths. As shown below, add the following directories under ''GCC C Compiler'' &amp;gt; ''Directories''. &lt;br /&gt;
* asss/src&lt;br /&gt;
* asss/src/include&lt;br /&gt;
* asss/windeps&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_11.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Without changing the page, navigate to ''MingGW C Linker'' &amp;gt; ''Miscellaneous''. You'll want to add the pthread.dll/pthreadGC2.dll file (actual name may vary), generally located in ASSS' ''/windeps'' folder.&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_12.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Now click on the tab named ''Build Artifact''. The first thing you want to do is make sure you're creating a Shared Library file, and ''not'' an executable. Then, make sure that the artifact extension is '''dll'''. The last two steps can be avoided if you already selected Shared Library at the beginning of [[#Step 1]]. You can also change the name of the name of your output file, and specify a prefix (though not necessary).&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_13.png|300px]]&lt;br /&gt;
&lt;br /&gt;
== Step 4 ==&lt;br /&gt;
Once you're all done, click on ''Apply'', then ''OK''. Your project should automatically build itself afterwards, but you can build and rebuild it at any time by clicking on the hammer button, or by going into ''Project'' &amp;gt; ''Build All''.&lt;br /&gt;
&lt;br /&gt;
Eclipse may then give you several warnings and errors if you made a mistake somewhere. Revise the list of warnings and errors to see if there isn't something that you've forgotten (such as adding an #include), or a simple typo.&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_14.png|300px]]&lt;br /&gt;
&lt;br /&gt;
If you used the above example provided in [[#Step 2|Step 2]], you should obtain the following 3 errors and 1 warning:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
`NONE' undeclared (first use in this function)	hamburger.c	/hamburger	line 26&lt;br /&gt;
`ShoutHamburger' undeclared (first use in this function)	hamburger.c	/hamburger	line 26&lt;br /&gt;
`arena' undeclared (first use in this function)	hamburger.c	/hamburger	line 10&lt;br /&gt;
'Shout' defined but not used	hamburger.c	/hamburger	line 9&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
These can be corrected by replacing ''NONE'' with ''NULL'', ''local void Shout(...'' with ''local void ShoutHamburger(...'', and ''arena'' with ''p''. As you familiarize yourself with both the C language and ASSS, it will be easier for you to understand your mistakes, and know how to fix them.&lt;br /&gt;
&lt;br /&gt;
If everything is compiled properly, Eclipse should now say &amp;quot;Build complete for project X&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_15.png|300px]]&lt;br /&gt;
&lt;br /&gt;
== Step 5 ==&lt;br /&gt;
Now that you've created your first module, you'll want to give it a test run in-game. Locate your dll file in your workspace under the folder ''projectname/Release''. Copy it, and paste in in your ASSS folder under ''/bin''. Now open the file named ''modules.conf'' located in your ''/conf'' folder. Scroll to the bottom of the page, and add a new line with the file name and entry point name (i.e. EXPORT int MM_'''hamburger''') as follows:&lt;br /&gt;
* FILENAME:MODULENAME  (e.g. hamburger:hamburger)&lt;br /&gt;
&lt;br /&gt;
Make sure to save the file. If you've made a mistake in the name, then ASSS will close after you start it, as soon as it tries to load the non-existant or faulty module. Otherwise, you're now officially ready to give your module a spin!&lt;br /&gt;
&lt;br /&gt;
In the hamburger example, you will also have to make one extra modification. Before starting ASSS, move over to the folder ''/conf/groupdef.dir''. Open up the file named ''Default'' (any text editor will do), and add the line ''cmd_hamburger''. This will now add the command ?hamburger. To test it, start up ASSS, and type ?hamburger in-game.&lt;br /&gt;
&lt;br /&gt;
[[Category:Module]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Hakaku</name></author>	</entry>

	<entry>
		<id>http://wiki.minegoboom.com/index.php?title=Installing_New_Modules_with_Eclipse&amp;diff=6039</id>
		<title>Installing New Modules with Eclipse</title>
		<link rel="alternate" type="text/html" href="http://wiki.minegoboom.com/index.php?title=Installing_New_Modules_with_Eclipse&amp;diff=6039"/>
				<updated>2009-07-11T15:48:58Z</updated>
		
		<summary type="html">&lt;p&gt;Hakaku: sidenote&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Creating your first module can often be an intimidating process when you don't exactly know what you're doing. The following tutorial will guide you step by step on how to create an ASSS module using the [http://www.eclipse.org/cdt/ CDT] (C/C++ Development Tools) Integrated Development Environment (IDE) for [http://www.eclipse.org/ Eclipse] on the Windows operating system. Users already familiar with [[Installing New Modules#With Dev C++|Dev-C++]] will note several similarities between the two. You can obtain the most recent version of Eclipse CDT [http://www.eclipse.org/downloads/packages/eclipse-ide-cc-developers/galileor here]. (Note: you may also need to install MinGW, which can be downloaded from [http://sourceforge.net/projects/mingw/files/ here]. Choose ''Automated MinGW Installer'', then download ''MinGW-5.1.4.exe'')&lt;br /&gt;
&lt;br /&gt;
== Step 1 ==&lt;br /&gt;
Once you have completely unpacked Eclipse, start up the program, and specify a workspace (a popup should automatically ask you for this). You can safely ignore the initial welcome screen and go straight to creating your first project. To do that, go to ''File'' &amp;gt; ''New'' &amp;gt; ''C Project''.&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_01.png|300px]]&lt;br /&gt;
&lt;br /&gt;
A new screen should now appear. Give your project a name, and then click the ''&amp;lt;u&amp;gt;N&amp;lt;/u&amp;gt;ext'' button.&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_02.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Deselect the ''Debug'' option, it isn't necessary for the following tutorial, and then press ''Finish''.&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_03.png]]&lt;br /&gt;
&lt;br /&gt;
Assuming everything went ok, your project should look something like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_04.png|300px]]&lt;br /&gt;
&lt;br /&gt;
== Step 2 ==&lt;br /&gt;
[[Image:Eclipse_05.png|300px]]&lt;br /&gt;
&lt;br /&gt;
The next step will be to create new files to add in your project. To do this, go into ''File'' &amp;gt; ''New'' &amp;gt; ''Source File''. A new window will now show up. From here, you can now give your source (.c) file a name. Press the ''Finish'' button once you're done.&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_06.png|300px]]&lt;br /&gt;
&lt;br /&gt;
If you don't already have a module in mind, copy and paste the following (as used throughout the rest of this tutorial):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#include &amp;quot;asss.h&amp;quot;&lt;br /&gt;
&lt;br /&gt;
//Interfaces&lt;br /&gt;
local Imodman *mm;&lt;br /&gt;
local Icmdman *cmd;&lt;br /&gt;
local Ichat *chat;&lt;br /&gt;
&lt;br /&gt;
local void Shout(const char *command, const char *params, Player *p, const Target *target)&lt;br /&gt;
{&lt;br /&gt;
    chat-&amp;gt;SendMessage(arena, &amp;quot;Hamburger!&amp;quot;);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
EXPORT int MM_hamburger(int action, Imodman *mm_, Arena *arena)&lt;br /&gt;
{&lt;br /&gt;
    if (action == MM_LOAD)&lt;br /&gt;
    {&lt;br /&gt;
        mm = mm_;&lt;br /&gt;
&lt;br /&gt;
        chat = mm-&amp;gt;GetInterface(I_CHAT, arena);&lt;br /&gt;
        cmd = mm-&amp;gt;GetInterface(I_CMDMAN, arena);&lt;br /&gt;
&lt;br /&gt;
        if (!chat || !cmd)&lt;br /&gt;
            return MM_FAIL;&lt;br /&gt;
        else&lt;br /&gt;
        {&lt;br /&gt;
            cmd-&amp;gt;AddCommand(&amp;quot;hamburger&amp;quot;, ShoutHamburger, ALLARENAS, NONE);&lt;br /&gt;
&lt;br /&gt;
            return MM_OK;&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
    else if (action == MM_UNLOAD)&lt;br /&gt;
    {&lt;br /&gt;
        cmd-&amp;gt;RemoveCommand(&amp;quot;hamburger&amp;quot;, ShoutHamburger, ALLARENAS);&lt;br /&gt;
&lt;br /&gt;
        mm-&amp;gt;ReleaseInterface(cmd);&lt;br /&gt;
        mm-&amp;gt;ReleaseInterface(chat);&lt;br /&gt;
&lt;br /&gt;
        return MM_OK;&lt;br /&gt;
    }&lt;br /&gt;
    return MM_OK;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Image:Eclipse_07.png|300px]]&lt;br /&gt;
&lt;br /&gt;
You'll also need to add the file ''util.c'' into your project, which you can find in your ASSS folder under ''/src/main''. Either open util.c using an external program, or through Eclipse via ''File'' &amp;gt; ''Open File...'' Repeating the same process as from the beginning of Step 2, copy and paste the source of util.c into your project (keep the name the same).&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_08.png|300px]]&lt;br /&gt;
&lt;br /&gt;
== Step 3 ==&lt;br /&gt;
Even though you've created a project and added files, you're still not ready to build your module. You should notice that your main source file will be full of question marks; don't panic, this simply means that Eclipse isn't configured properly yet, and doesn't know what to do with your source. To configure your project, click on ''Project'' &amp;gt; ''Properties'' in the menu.&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_09.png]]&lt;br /&gt;
&lt;br /&gt;
Navigate your way under ''C/C++ Build'' &amp;gt; ''Settings''. And choose the tab named ''Tool Settings''.&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_10.png]]&lt;br /&gt;
&lt;br /&gt;
The first thing you want to do is add your include paths. As shown below, add the following directories under ''GCC C Compiler'' &amp;gt; ''Directories''. &lt;br /&gt;
* asss/src&lt;br /&gt;
* asss/src/include&lt;br /&gt;
* asss/windeps&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_11.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Without changing the page, navigate to ''MingGW C Linker'' &amp;gt; ''Miscellaneous''. You'll want to add the pthread.dll/pthreadGC2.dll file (actual name may vary), generally located in ASSS' ''/windeps'' folder.&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_12.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Now click on the tab named ''Build Artifact''. The first thing you want to do is make sure you're creating a Shared Library file, and ''not'' an executable. Then, make sure that the artifact extension is '''dll'''. You can also change the name of the name of your output file, and specify a prefix (though not necessary).&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_13.png|300px]]&lt;br /&gt;
&lt;br /&gt;
== Step 4 ==&lt;br /&gt;
Once you're all done, click on ''Apply'', then ''OK''. Your project should automatically build itself afterwards, but you can build and rebuild it at any time by clicking on the hammer button, or by going into ''Project'' &amp;gt; ''Build All''.&lt;br /&gt;
&lt;br /&gt;
Eclipse may then give you several warnings and errors if you made a mistake somewhere. Revise the list of warnings and errors to see if there isn't something that you've forgotten (such as adding an #include), or a simple typo.&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_14.png|300px]]&lt;br /&gt;
&lt;br /&gt;
If you used the above example provided in [[#Step 2|Step 2]], you should obtain the following 3 errors and 1 warning:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
`NONE' undeclared (first use in this function)	hamburger.c	/hamburger	line 26&lt;br /&gt;
`ShoutHamburger' undeclared (first use in this function)	hamburger.c	/hamburger	line 26&lt;br /&gt;
`arena' undeclared (first use in this function)	hamburger.c	/hamburger	line 10&lt;br /&gt;
'Shout' defined but not used	hamburger.c	/hamburger	line 9&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
These can be corrected by replacing ''NONE'' with ''NULL'', ''local void Shout(...'' with ''local void ShoutHamburger(...'', and ''arena'' with ''p''. As you familiarize yourself with both the C language and ASSS, it will be easier for you to understand your mistakes, and know how to fix them.&lt;br /&gt;
&lt;br /&gt;
If everything is compiled properly, Eclipse should now say &amp;quot;Build complete for project X&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_15.png|300px]]&lt;br /&gt;
&lt;br /&gt;
== Step 5 ==&lt;br /&gt;
Now that you've created your first module, you'll want to give it a test run in-game. Locate your dll file in your workspace under the folder ''projectname/Release''. Copy it, and paste in in your ASSS folder under ''/bin''. Now open the file named ''modules.conf'' located in your ''/conf'' folder. Scroll to the bottom of the page, and add a new line with the file name and entry point name (i.e. EXPORT int MM_'''hamburger''') as follows:&lt;br /&gt;
* FILENAME:MODULENAME  (e.g. hamburger:hamburger)&lt;br /&gt;
&lt;br /&gt;
Make sure to save the file. If you've made a mistake in the name, then ASSS will close after you start it, as soon as it tries to load the non-existant or faulty module. Otherwise, you're now officially ready to give your module a spin!&lt;br /&gt;
&lt;br /&gt;
In the hamburger example, you will also have to make one extra modification. Before starting ASSS, move over to the folder ''/conf/groupdef.dir''. Open up the file named ''Default'' (any text editor will do), and add the line ''cmd_hamburger''. This will now add the command ?hamburger. To test it, start up ASSS, and type ?hamburger in-game.&lt;br /&gt;
&lt;br /&gt;
[[Category:Module]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Hakaku</name></author>	</entry>

	<entry>
		<id>http://wiki.minegoboom.com/index.php?title=Installing_New_Modules_with_Eclipse&amp;diff=6038</id>
		<title>Installing New Modules with Eclipse</title>
		<link rel="alternate" type="text/html" href="http://wiki.minegoboom.com/index.php?title=Installing_New_Modules_with_Eclipse&amp;diff=6038"/>
				<updated>2009-07-11T04:12:26Z</updated>
		
		<summary type="html">&lt;p&gt;Hakaku: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Creating your first module can often be an intimidating process when you don't exactly know what you're doing. The following tutorial will guide you step by step on how to create an ASSS module using the [http://www.eclipse.org/cdt/ CDT] (C/C++ Development Tools) Integrated Development Environment (IDE) for [http://www.eclipse.org/ Eclipse] on the Windows operating system. Users already familiar with [[Installing New Modules#With Dev C++|Dev-C++]] will note several similarities between the two. You can obtain the most recent version of Eclipse CDT [http://www.eclipse.org/downloads/packages/eclipse-ide-cc-developers/galileor here].&lt;br /&gt;
&lt;br /&gt;
== Step 1 ==&lt;br /&gt;
Once you have completely unpacked Eclipse, start up the program, and specify a workspace (a popup should automatically ask you for this). You can safely ignore the initial welcome screen and go straight to creating your first project. To do that, go to ''File'' &amp;gt; ''New'' &amp;gt; ''C Project''.&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_01.png|300px]]&lt;br /&gt;
&lt;br /&gt;
A new screen should now appear. Give your project a name, and then click the ''&amp;lt;u&amp;gt;N&amp;lt;/u&amp;gt;ext'' button.&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_02.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Deselect the ''Debug'' option, it isn't necessary for the following tutorial, and then press ''Finish''.&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_03.png]]&lt;br /&gt;
&lt;br /&gt;
Assuming everything went ok, your project should look something like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_04.png|300px]]&lt;br /&gt;
&lt;br /&gt;
== Step 2 ==&lt;br /&gt;
[[Image:Eclipse_05.png|300px]]&lt;br /&gt;
&lt;br /&gt;
The next step will be to create new files to add in your project. To do this, go into ''File'' &amp;gt; ''New'' &amp;gt; ''Source File''. A new window will now show up. From here, you can now give your source (.c) file a name. Press the ''Finish'' button once you're done.&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_06.png|300px]]&lt;br /&gt;
&lt;br /&gt;
If you don't already have a module in mind, copy and paste the following (as used throughout the rest of this tutorial):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#include &amp;quot;asss.h&amp;quot;&lt;br /&gt;
&lt;br /&gt;
//Interfaces&lt;br /&gt;
local Imodman *mm;&lt;br /&gt;
local Icmdman *cmd;&lt;br /&gt;
local Ichat *chat;&lt;br /&gt;
&lt;br /&gt;
local void Shout(const char *command, const char *params, Player *p, const Target *target)&lt;br /&gt;
{&lt;br /&gt;
    chat-&amp;gt;SendMessage(arena, &amp;quot;Hamburger!&amp;quot;);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
EXPORT int MM_hamburger(int action, Imodman *mm_, Arena *arena)&lt;br /&gt;
{&lt;br /&gt;
    if (action == MM_LOAD)&lt;br /&gt;
    {&lt;br /&gt;
        mm = mm_;&lt;br /&gt;
&lt;br /&gt;
        chat = mm-&amp;gt;GetInterface(I_CHAT, arena);&lt;br /&gt;
        cmd = mm-&amp;gt;GetInterface(I_CMDMAN, arena);&lt;br /&gt;
&lt;br /&gt;
        if (!chat || !cmd)&lt;br /&gt;
            return MM_FAIL;&lt;br /&gt;
        else&lt;br /&gt;
        {&lt;br /&gt;
            cmd-&amp;gt;AddCommand(&amp;quot;hamburger&amp;quot;, ShoutHamburger, ALLARENAS, NONE);&lt;br /&gt;
&lt;br /&gt;
            return MM_OK;&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
    else if (action == MM_UNLOAD)&lt;br /&gt;
    {&lt;br /&gt;
        cmd-&amp;gt;RemoveCommand(&amp;quot;hamburger&amp;quot;, ShoutHamburger, ALLARENAS);&lt;br /&gt;
&lt;br /&gt;
        mm-&amp;gt;ReleaseInterface(cmd);&lt;br /&gt;
        mm-&amp;gt;ReleaseInterface(chat);&lt;br /&gt;
&lt;br /&gt;
        return MM_OK;&lt;br /&gt;
    }&lt;br /&gt;
    return MM_OK;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Image:Eclipse_07.png|300px]]&lt;br /&gt;
&lt;br /&gt;
You'll also need to add the file ''util.c'' into your project, which you can find in your ASSS folder under ''/src/main''. Either open util.c using an external program, or through Eclipse via ''File'' &amp;gt; ''Open File...'' Repeating the same process as from the beginning of Step 2, copy and paste the source of util.c into your project (keep the name the same).&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_08.png|300px]]&lt;br /&gt;
&lt;br /&gt;
== Step 3 ==&lt;br /&gt;
Even though you've created a project and added files, you're still not ready to build your module. You should notice that your main source file will be full of question marks; don't panic, this simply means that Eclipse isn't configured properly yet, and doesn't know what to do with your source. To configure your project, click on ''Project'' &amp;gt; ''Properties'' in the menu.&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_09.png]]&lt;br /&gt;
&lt;br /&gt;
Navigate your way under ''C/C++ Build'' &amp;gt; ''Settings''. And choose the tab named ''Tool Settings''.&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_10.png]]&lt;br /&gt;
&lt;br /&gt;
The first thing you want to do is add your include paths. As shown below, add the following directories under ''GCC C Compiler'' &amp;gt; ''Directories''. &lt;br /&gt;
* asss/src&lt;br /&gt;
* asss/src/include&lt;br /&gt;
* asss/windeps&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_11.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Without changing the page, navigate to ''MingGW C Linker'' &amp;gt; ''Miscellaneous''. You'll want to add the pthread.dll/pthreadGC2.dll file (actual name may vary), generally located in ASSS' ''/windeps'' folder.&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_12.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Now click on the tab named ''Build Artifact''. The first thing you want to do is make sure you're creating a Shared Library file, and ''not'' an executable. Then, make sure that the artifact extension is '''dll'''. You can also change the name of the name of your output file, and specify a prefix (though not necessary).&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_13.png|300px]]&lt;br /&gt;
&lt;br /&gt;
== Step 4 ==&lt;br /&gt;
Once you're all done, click on ''Apply'', then ''OK''. Your project should automatically build itself afterwards, but you can build and rebuild it at any time by clicking on the hammer button, or by going into ''Project'' &amp;gt; ''Build All''.&lt;br /&gt;
&lt;br /&gt;
Eclipse may then give you several warnings and errors if you made a mistake somewhere. Revise the list of warnings and errors to see if there isn't something that you've forgotten (such as adding an #include), or a simple typo.&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_14.png|300px]]&lt;br /&gt;
&lt;br /&gt;
If you used the above example provided in [[#Step 2|Step 2]], you should obtain the following 3 errors and 1 warning:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
`NONE' undeclared (first use in this function)	hamburger.c	/hamburger	line 26&lt;br /&gt;
`ShoutHamburger' undeclared (first use in this function)	hamburger.c	/hamburger	line 26&lt;br /&gt;
`arena' undeclared (first use in this function)	hamburger.c	/hamburger	line 10&lt;br /&gt;
'Shout' defined but not used	hamburger.c	/hamburger	line 9&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
These can be corrected by replacing ''NONE'' with ''NULL'', ''local void Shout(...'' with ''local void ShoutHamburger(...'', and ''arena'' with ''p''. As you familiarize yourself with both the C language and ASSS, it will be easier for you to understand your mistakes, and know how to fix them.&lt;br /&gt;
&lt;br /&gt;
If everything is compiled properly, Eclipse should now say &amp;quot;Build complete for project X&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_15.png|300px]]&lt;br /&gt;
&lt;br /&gt;
== Step 5 ==&lt;br /&gt;
Now that you've created your first module, you'll want to give it a test run in-game. Locate your dll file in your workspace under the folder ''projectname/Release''. Copy it, and paste in in your ASSS folder under ''/bin''. Now open the file named ''modules.conf'' located in your ''/conf'' folder. Scroll to the bottom of the page, and add a new line with the file name and entry point name (i.e. EXPORT int MM_'''hamburger''') as follows:&lt;br /&gt;
* FILENAME:MODULENAME  (e.g. hamburger:hamburger)&lt;br /&gt;
&lt;br /&gt;
Make sure to save the file. If you've made a mistake in the name, then ASSS will close after you start it, as soon as it tries to load the non-existant or faulty module. Otherwise, you're now officially ready to give your module a spin!&lt;br /&gt;
&lt;br /&gt;
In the hamburger example, you will also have to make one extra modification. Before starting ASSS, move over to the folder ''/conf/groupdef.dir''. Open up the file named ''Default'' (any text editor will do), and add the line ''cmd_hamburger''. This will now add the command ?hamburger. To test it, start up ASSS, and type ?hamburger in-game.&lt;br /&gt;
&lt;br /&gt;
[[Category:Module]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Hakaku</name></author>	</entry>

	<entry>
		<id>http://wiki.minegoboom.com/index.php?title=Installing_New_Modules_with_Eclipse&amp;diff=6037</id>
		<title>Installing New Modules with Eclipse</title>
		<link rel="alternate" type="text/html" href="http://wiki.minegoboom.com/index.php?title=Installing_New_Modules_with_Eclipse&amp;diff=6037"/>
				<updated>2009-07-11T03:43:13Z</updated>
		
		<summary type="html">&lt;p&gt;Hakaku: oops&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Creating your first module can often be an intimidating process when you don't exactly know what you're doing. The following tutorial will guide you step by step on how to create an ASSS module using the [http://www.eclipse.org/cdt/ CDT] (C/C++ Development Tools) Integrated Development Environment (IDE) for [http://www.eclipse.org/ Eclipse] on the Windows operating system. Users already familiar with [[Installing New Modules#With Dev C++|Dev-C++]] will note several similarities between the two. You can obtain the most recent version of Eclipse CDT [http://www.eclipse.org/downloads/packages/eclipse-ide-cc-developers/galileor here].&lt;br /&gt;
&lt;br /&gt;
== Step 1 ==&lt;br /&gt;
Once you have completely unpacked Eclipse, start up the program, and specify a workspace (a popup should automatically ask you for this). You can safely ignore the initial welcome screen and go straight to creating your first project. To do that, go to ''File'' &amp;gt; ''New'' &amp;gt; ''C Project''.&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_01.png|300px]]&lt;br /&gt;
&lt;br /&gt;
A new screen should now appear. Give your project a name, and then click the ''&amp;lt;u&amp;gt;N&amp;lt;/u&amp;gt;ext'' button.&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_02.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Deselect the ''Debug'' option, it isn't necessary for the following tutorial, and then press ''Finish''.&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_03.png]]&lt;br /&gt;
&lt;br /&gt;
Assuming everything went ok, your project should look something like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_04.png|300px]]&lt;br /&gt;
&lt;br /&gt;
== Step 2 ==&lt;br /&gt;
[[Image:Eclipse_05.png|300px]]&lt;br /&gt;
&lt;br /&gt;
The next step will be to create new files to add in your project. To do this, go into ''File'' &amp;gt; ''New'' &amp;gt; ''Source File''. A new window will now show up. From here, you can now give your source (.c) file a name.&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_06.png|300px]]&lt;br /&gt;
&lt;br /&gt;
If you don't already have a module in mind, copy and paste the following (as used throughout the rest of this tutorial):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#include &amp;quot;asss.h&amp;quot;&lt;br /&gt;
&lt;br /&gt;
//Interfaces&lt;br /&gt;
local Imodman *mm;&lt;br /&gt;
local Icmdman *cmd;&lt;br /&gt;
local Ichat *chat;&lt;br /&gt;
&lt;br /&gt;
local void Shout(const char *command, const char *params, Player *p, const Target *target)&lt;br /&gt;
{&lt;br /&gt;
    chat-&amp;gt;SendMessage(arena, &amp;quot;Hamburger!&amp;quot;);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
EXPORT int MM_hamburger(int action, Imodman *mm_, Arena *arena)&lt;br /&gt;
{&lt;br /&gt;
    if (action == MM_LOAD)&lt;br /&gt;
    {&lt;br /&gt;
        mm = mm_;&lt;br /&gt;
&lt;br /&gt;
        chat = mm-&amp;gt;GetInterface(I_CHAT, arena);&lt;br /&gt;
        cmd = mm-&amp;gt;GetInterface(I_CMDMAN, arena);&lt;br /&gt;
&lt;br /&gt;
        if (!chat || !cmd)&lt;br /&gt;
            return MM_FAIL;&lt;br /&gt;
        else&lt;br /&gt;
        {&lt;br /&gt;
            cmd-&amp;gt;AddCommand(&amp;quot;hamburger&amp;quot;, ShoutHamburger, ALLARENAS, NONE);&lt;br /&gt;
&lt;br /&gt;
            return MM_OK;&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
    else if (action == MM_UNLOAD)&lt;br /&gt;
    {&lt;br /&gt;
        cmd-&amp;gt;RemoveCommand(&amp;quot;hamburger&amp;quot;, ShoutHamburger, ALLARENAS);&lt;br /&gt;
&lt;br /&gt;
        mm-&amp;gt;ReleaseInterface(cmd);&lt;br /&gt;
        mm-&amp;gt;ReleaseInterface(chat);&lt;br /&gt;
&lt;br /&gt;
        return MM_OK;&lt;br /&gt;
    }&lt;br /&gt;
    return MM_OK;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Image:Eclipse_07.png|300px]]&lt;br /&gt;
&lt;br /&gt;
You'll also need to add the file ''util.c'' into your project, which you can find in your ASSS folder under ''/src/main''. Either open util.c using an external program, or through Eclipse via ''File'' &amp;gt; ''Open File...'' Repeating the same process as from the beginning of Step 2, copy and paste the source of util.c into your project (keep the name the same).&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_08|300px]]&lt;br /&gt;
&lt;br /&gt;
== Step 3 ==&lt;br /&gt;
Even though you've created a project and added files, you're still not ready to build your module. You should notice that your main source file will be full of question marks; don't panic, this simply means that Eclipse isn't configured properly yet, and doesn't know what to do with your source. To configure your project, click on ''Project'' &amp;gt; ''Properties'' in the menu.&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_09.png]]&lt;br /&gt;
&lt;br /&gt;
Navigate your way under ''C/C++ Build'' &amp;gt; ''Settings''. And choose the tab named ''Tool Settings''.&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_10.png]]&lt;br /&gt;
&lt;br /&gt;
The first thing you want to do is add your include paths. As shown below, add the following directories under ''GCC C Compiler'' &amp;gt; ''Directories''. &lt;br /&gt;
* asss/src&lt;br /&gt;
* asss/src/include&lt;br /&gt;
* asss/windeps&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_11.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Without changing the page, navigate to ''MingGW C Linker'' &amp;gt; ''Miscellaneous''. You'll want to add the pthread.dll/pthreadGC2.dll file (actual name may vary), generally located in ASSS' ''/windeps'' folder.&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_12.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Now click on the tab named ''Build Artifact''. The first thing you want to do is make sure you're creating a Shared Library file, and ''not'' an executable. Then, make sure that the artifact extension is '''dll'''. You can also change the name of the name of your output file, and specify a prefix (though not necessary).&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_13.png|300px]]&lt;br /&gt;
&lt;br /&gt;
== Step 4 ==&lt;br /&gt;
Once you're all done, click on ''Apply'', then ''OK''. Your project should automatically build itself afterwards, but you can build and rebuild it at any time by clicking on the hammer button, or by going into ''Project'' &amp;gt; ''Build All''.&lt;br /&gt;
&lt;br /&gt;
Eclipse may then give you several warnings and errors if you made a mistake somewhere. Revise the list of warnings and errors to see if there isn't something that you've forgotten (such as adding an #include), or a simple typo.&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_14.png|300px]]&lt;br /&gt;
&lt;br /&gt;
If you used the above example provided in [[#Step 2|Step 2]], you should obtain the following 3 errors and 1 warning:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
`NONE' undeclared (first use in this function)	hamburger.c	/hamburger	line 26&lt;br /&gt;
`ShoutHamburger' undeclared (first use in this function)	hamburger.c	/hamburger	line 26&lt;br /&gt;
`arena' undeclared (first use in this function)	hamburger.c	/hamburger	line 10&lt;br /&gt;
'Shout' defined but not used	hamburger.c	/hamburger	line 9&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
These can be corrected by replacing ''NONE'' with ''NULL'', ''local void Shout(...'' with ''local void ShoutHamburger(...'', and ''arena'' with ''p''. As you familiarize yourself with both the C language and ASSS, it will be easier for you to understand your mistakes, and know how to fix them.&lt;br /&gt;
&lt;br /&gt;
If everything is compiled properly, Eclipse should now say &amp;quot;Build complete for project X&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_15.png|300px]]&lt;br /&gt;
&lt;br /&gt;
== Step 5 ==&lt;br /&gt;
Now that you've created your first module, you'll want to give it a test run in-game. Locate your dll file in your workspace under the folder ''projectname/Release''. Copy it, and paste in in your ASSS folder under ''/bin''. Now open the file name ''modules.conf'' located in your ''/conf'' folder. Scroll to the bottom of the page, and add a new line with the file name and entry point name (i.e. EXPORT int MM_'''hamburger''') as follows:&lt;br /&gt;
* FILENAME:MODULENAME  (e.g. hamburger:hamburger)&lt;br /&gt;
&lt;br /&gt;
Make sure to save the file. If you've made a mistake in the name, then ASSS will close after you start it, as soon as it tries to load the non-existant or faulty module. Otherwise, you're now officially ready to give your module a spin!&lt;br /&gt;
&lt;br /&gt;
In the hamburger example, you will also have to make one extra modification. Before starting ASSS, move over to the folder ''/conf/groupdef.dir''. Open up the file named ''Default'' (any text editor will do), and add the line ''cmd_hamburger''. This will now add the command ?hamburger. To test it, start up ASSS, and type ?hamburger in-game.&lt;br /&gt;
&lt;br /&gt;
[[Category:Module]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Hakaku</name></author>	</entry>

	<entry>
		<id>http://wiki.minegoboom.com/index.php?title=Installing_New_Modules&amp;diff=6036</id>
		<title>Installing New Modules</title>
		<link rel="alternate" type="text/html" href="http://wiki.minegoboom.com/index.php?title=Installing_New_Modules&amp;diff=6036"/>
				<updated>2009-07-11T03:37:57Z</updated>
		
		<summary type="html">&lt;p&gt;Hakaku: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When you want to add more functionality to your server you can install new custom modules. Differences in server versions often mean something will break in a module, compiling from source can  help fix this.&lt;br /&gt;
&lt;br /&gt;
== C modules ==&lt;br /&gt;
&lt;br /&gt;
=== Using Makefile fragments ===&lt;br /&gt;
This is probably the easiest way to get a new module compiling under linux. Let's call &amp;lt;tt&amp;gt;*.mk&amp;lt;/tt&amp;gt; files &amp;quot;Makefile fragments&amp;quot;. All the correct compiler flags and such are supplied for you since the Makefile fragments are in included into the main Makefile.&lt;br /&gt;
&lt;br /&gt;
This example will demonstrate how to create a shared library &amp;lt;tt&amp;gt;example.so&amp;lt;/tt&amp;gt; containing two modules &amp;lt;tt&amp;gt;moo&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;lala&amp;lt;/tt&amp;gt;. Create a directory for your module as a subdirectory of &amp;lt;tt&amp;gt;src&amp;lt;/tt&amp;gt;, the directory containing all the ASSS code.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$ cd asss-1.4.3/src&lt;br /&gt;
$ mkdir example&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Place your source code &amp;lt;tt&amp;gt;moo.c&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;lala.c&amp;lt;/tt&amp;gt; into this newly created directory. Then create a file called &amp;lt;tt&amp;gt;example.mk&amp;lt;/tt&amp;gt; within that directory that looks like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
example_mods = moo lala&lt;br /&gt;
&lt;br /&gt;
$(eval $(call dl_template,example))&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All &amp;lt;tt&amp;gt;*.mk&amp;lt;/tt&amp;gt; files in any subdirectories will be included during compilation. Two fragments come in the &amp;lt;tt&amp;gt;contrib&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;turf&amp;lt;/tt&amp;gt; directories of the ASSS package, which you might want to look at as examples.&lt;br /&gt;
&lt;br /&gt;
Now before we can compile the module we need to update the &amp;quot;deps&amp;quot;. Make sure you are in the &amp;lt;tt&amp;gt;src&amp;lt;/tt&amp;gt; directory.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$ cd ..&lt;br /&gt;
$ pwd&lt;br /&gt;
asss-1.4.3/src&lt;br /&gt;
$ make deps&lt;br /&gt;
(some output here, some warnings can be safely ignored)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Finally we can compile it, this step will automatically install it to the bin directory:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$ make&lt;br /&gt;
(some output here)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The module specifier for the new modules will be &amp;lt;tt&amp;gt;example:moo&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;example:lala&amp;lt;/tt&amp;gt;, for use in modules.conf or with ?insmod.&lt;br /&gt;
&lt;br /&gt;
=== Using a custom Makefile ===&lt;br /&gt;
Sometimes you might want to create your own Makefile, if you need to use custom compilation options, or a different source file layout. Here is a very basic one (they can get very long).&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# simple makefile&lt;br /&gt;
&lt;br /&gt;
OUTFILE = somefile.so&lt;br /&gt;
MODULES = autoturret.o&lt;br /&gt;
&lt;br /&gt;
CC = gcc -std=gnu99 -pipe&lt;br /&gt;
CFLAGS = -s -O2 -Wall&lt;br /&gt;
&lt;br /&gt;
all: ${OUTFILE}&lt;br /&gt;
&lt;br /&gt;
${OUTFILE}: ${MODULES}&lt;br /&gt;
	${CC} -fPIC -shared -o ${OUTFILE} ${MODULES}&lt;br /&gt;
&lt;br /&gt;
install: ${OUTFILE}&lt;br /&gt;
	install ${OUTFILE} ../bin/${OUTFILE}&lt;br /&gt;
&lt;br /&gt;
clean:&lt;br /&gt;
	rm -f ${OUTFILE} ${MODULES}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
You can change the name of the resulting file with ''OUTFILE'' and add more modules on the ''MODULES'' line. Note: the indentation must be a tab and not a bunch of spaces.&lt;br /&gt;
&lt;br /&gt;
To use a makefile one would type something like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$ make -f some.mk&lt;br /&gt;
$ make -f some.mk install&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The ''-f'' switch tells make to use ''some.mk'' instead of the default which is 'Makefile'. Also two commands are used so you can spot any errors during compilation.&lt;br /&gt;
&lt;br /&gt;
=== With Dev C++ ===&lt;br /&gt;
This tutorial uses [http://www.bloodshed.net/dev/devcpp.html Dev C++ 4.9.9.2] ASSS 1.4.0 and Smong's [http://toktok.sscentral.com/ss-asss.html nomysql] module. Although it should work with all modules and a recent version of Dev C++.&lt;br /&gt;
&lt;br /&gt;
==== Step 1 ====&lt;br /&gt;
[[Image:devcpp-140-step1.png|right]]&lt;br /&gt;
Load up Dev C++ and go to ''File'', ''New'', ''Project''.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Step 2 ====&lt;br /&gt;
[[Image:devcpp-140-step2.png|left]]&lt;br /&gt;
Choose the DLL project and give the project a descriptive name. Note: the name of the project will also be the name of the final .dll file, more about that later. Make sure to select ''C Project''.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Step 3 ====&lt;br /&gt;
[[Image:devcpp-140-step3.png|right]]&lt;br /&gt;
'''A)''' The DLL project comes with some template files. Remove them by right clicking on their tab and selecting close.&lt;br /&gt;
&lt;br /&gt;
'''B)''' Click the icon of a document with a plus sign on it. This will open a dialog that lets you add files to the project. Here you can add the module's source files. For nomysql this is just nomysql.c. Also add util.c from from asss/src/main. You can download the ASSS source code from http://asss.yi.org/asss.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Step 4 ====&lt;br /&gt;
[[Image:devcpp-140-step4.png|left]]&lt;br /&gt;
Before compiling some include and library paths must be setup. Go to ''Project'', ''Project Options'' from the menu bar.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Step 5 ====&lt;br /&gt;
[[Image:devcpp-140-step5.png|right]]&lt;br /&gt;
First add pthread.dll by going to the ''Parameters'' tab and clicking on ''Add Library or Object''. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Step 6 ====&lt;br /&gt;
[[Image:devcpp-140-step6.png|left]]&lt;br /&gt;
You need to change the file type filter in the open file dialog to ''All Files (*.*)''. Then select pthread.dll (actual name may vary).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Step 7 ====&lt;br /&gt;
[[Image:devcpp-140-step7.png|right]]&lt;br /&gt;
Now add the following include directories:&lt;br /&gt;
* asss/src&lt;br /&gt;
* asss/src/include&lt;br /&gt;
* asss/windeps&lt;br /&gt;
These are needed so the compiler can find all the .h files that the module source requires.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Step 8 ====&lt;br /&gt;
[[Image:devcpp-140-step8.png|left]]&lt;br /&gt;
This part is optional. You may want to change the name of the output .dll file and you can do so from the ''Build Options'' tab. The default name for the output .dll file is the name you gave the project when you created it.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Step 9 ====&lt;br /&gt;
[[Image:devcpp-140-step9.png|right]]&lt;br /&gt;
Now click the compile button. It looks like four colored squares.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Step 10 ====&lt;br /&gt;
[[Image:devcpp-140-step10.png|left]]&lt;br /&gt;
If all goes well you should see this dialog. Congratulations on compiling your first module!&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== With Eclipse ===&lt;br /&gt;
See [[Installing New Modules with Eclipse]] for more details.&lt;br /&gt;
&lt;br /&gt;
=== With MSVC ===&lt;br /&gt;
-write me-&lt;br /&gt;
&lt;br /&gt;
=== By hand ===&lt;br /&gt;
You may need to execute the commands to compile from source, and then move the resulting .so file to the bin directory using install if running ASSS on Linux. If you are running ASSS on Windows and are updating a module you should shutdown the server before copying the .dll file to the bin directory.&lt;br /&gt;
&lt;br /&gt;
== Python modules ==&lt;br /&gt;
No compiling is necessary. Move the .py file to the bin directory. There may be 'softcoded' settings within the .py file, so examine any comments near the top of the file for instructions.&lt;br /&gt;
&lt;br /&gt;
== Configuring ==&lt;br /&gt;
It is a good idea to examine any documents that came with the module. There may be comments at the top of the source code and if you are unsure you can do a search on the file for 'cfg-&amp;gt;Get', which will return all customisable settings this module reads.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$ grep 'cfg-&amp;gt;Get' src/module.c&lt;br /&gt;
$ grep 'cfg.Get' bin/module.py&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
I suggest putting module settings in their own .conf file and include this from your [[arena.conf]].&lt;br /&gt;
&lt;br /&gt;
There may also be commands that you must set the permissions for. You can add new commands to the group files found in conf/groupdef.dir. Prefix cmd_ to the command to allow users to send the command publicly and privcmd_ for team and private targets.&lt;br /&gt;
&lt;br /&gt;
Finally you must load the module. Either add an entry to conf/modules.conf or use ?insmod. Some modules are arena specific, in which case you must also add it to your arena.conf Modules:AttachModules setting or use ?attmod.&lt;br /&gt;
&lt;br /&gt;
If you have any questions left chances are they have already been answered at the [[Module General Faq|Module FAQ]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Module]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Hakaku</name></author>	</entry>

	<entry>
		<id>http://wiki.minegoboom.com/index.php?title=Installing_New_Modules_with_Eclipse&amp;diff=6035</id>
		<title>Installing New Modules with Eclipse</title>
		<link rel="alternate" type="text/html" href="http://wiki.minegoboom.com/index.php?title=Installing_New_Modules_with_Eclipse&amp;diff=6035"/>
				<updated>2009-07-11T03:36:53Z</updated>
		
		<summary type="html">&lt;p&gt;Hakaku: +cat&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Creating your first module can often be an intimidating process when you don't exactly know what you're doing. The following tutorial will guide you step by step on how to create an ASSS module using the [http://www.eclipse.org/cdt/ CDT] (C/C++ Development Tools) Integrated Development Environment (IDE) for [http://www.eclipse.org/ Eclipse] on the Windows operating system. Users already familiar with [[Installing New Modules#With Dev C++|Dev-C++]] will note several similarities between the two. You can obtain the most recent version of Eclipse CDT [http://www.eclipse.org/downloads/packages/eclipse-ide-cc-developers/galileor here].&lt;br /&gt;
&lt;br /&gt;
== Step 1 ==&lt;br /&gt;
Once you have completely unpacked Eclipse, start up the program, and specify a workspace (a popup should automatically ask you for this). You can safely ignore the initial welcome screen and go straight to creating your first project. To do that, go to ''File'' &amp;gt; ''New'' &amp;gt; ''C Project''.&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_01.png|300px]]&lt;br /&gt;
&lt;br /&gt;
A new screen should now appear. Give your project a name, and then click the ''&amp;lt;u&amp;gt;N&amp;lt;/u&amp;gt;ext'' button.&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_02.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Deselect the ''Debug'' option, it isn't necessary for the following tutorial, and then press ''Finish''.&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_03.png]]&lt;br /&gt;
&lt;br /&gt;
Assuming everything went ok, your project should look something like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_04.png|300px]]&lt;br /&gt;
&lt;br /&gt;
== Step 2 ==&lt;br /&gt;
[[Image:Eclipse_05.png|300px]]&lt;br /&gt;
&lt;br /&gt;
The next step will be to create new files to add in your project. To do this, go into ''File'' &amp;gt; ''New'' &amp;gt; ''Source File''. A new window will now show up. From here, you can now give your source (.c) file a name.&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_06.png|300px]]&lt;br /&gt;
&lt;br /&gt;
If you don't already have a module in mind, copy and paste the following (as used throughout the rest of this tutorial):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#include &amp;quot;asss.h&amp;quot;&lt;br /&gt;
&lt;br /&gt;
//Interfaces&lt;br /&gt;
local Imodman *mm;&lt;br /&gt;
local Icmdman *cmd;&lt;br /&gt;
local Ichat *chat;&lt;br /&gt;
&lt;br /&gt;
local void Shout(const char *command, const char *params, Player *p, const Target *target)&lt;br /&gt;
{&lt;br /&gt;
    chat-&amp;gt;SendMessage(arena, &amp;quot;Hamburger!&amp;quot;);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
EXPORT int MM_commandlist(int action, Imodman *mm_, Arena *arena)&lt;br /&gt;
{&lt;br /&gt;
    if (action == MM_LOAD)&lt;br /&gt;
    {&lt;br /&gt;
        mm = mm_;&lt;br /&gt;
&lt;br /&gt;
        chat = mm-&amp;gt;GetInterface(I_CHAT, arena);&lt;br /&gt;
        cmd = mm-&amp;gt;GetInterface(I_CMDMAN, arena);&lt;br /&gt;
&lt;br /&gt;
        if (!chat || !cmd)&lt;br /&gt;
            return MM_FAIL;&lt;br /&gt;
        else&lt;br /&gt;
        {&lt;br /&gt;
            cmd-&amp;gt;AddCommand(&amp;quot;hamburger&amp;quot;, ShoutHamburger, ALLARENAS, NONE);&lt;br /&gt;
&lt;br /&gt;
            return MM_OK;&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
    else if (action == MM_UNLOAD)&lt;br /&gt;
    {&lt;br /&gt;
        cmd-&amp;gt;RemoveCommand(&amp;quot;hamburger&amp;quot;, ShoutHamburger, ALLARENAS);&lt;br /&gt;
&lt;br /&gt;
        mm-&amp;gt;ReleaseInterface(cmd);&lt;br /&gt;
        mm-&amp;gt;ReleaseInterface(chat);&lt;br /&gt;
&lt;br /&gt;
        return MM_OK;&lt;br /&gt;
    }&lt;br /&gt;
    return MM_OK;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Image:Eclipse_07.png|300px]]&lt;br /&gt;
&lt;br /&gt;
You'll also need to add the file ''util.c'' into your project, which you can find in your ASSS folder under ''/src/main''. Either open util.c using an external program, or through Eclipse via ''File'' &amp;gt; ''Open File...'' Repeating the same process as from the beginning of Step 2, copy and paste the source of util.c into your project (keep the name the same).&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_08|300px]]&lt;br /&gt;
&lt;br /&gt;
== Step 3 ==&lt;br /&gt;
Even though you've created a project and added files, you're still not ready to build your module. You should notice that your main source file will be full of question marks; don't panic, this simply means that Eclipse isn't configured properly yet, and doesn't know what to do with your source. To configure your project, click on ''Project'' &amp;gt; ''Properties'' in the menu.&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_09.png]]&lt;br /&gt;
&lt;br /&gt;
Navigate your way under ''C/C++ Build'' &amp;gt; ''Settings''. And choose the tab named ''Tool Settings''.&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_10.png]]&lt;br /&gt;
&lt;br /&gt;
The first thing you want to do is add your include paths. As shown below, add the following directories under ''GCC C Compiler'' &amp;gt; ''Directories''. &lt;br /&gt;
* asss/src&lt;br /&gt;
* asss/src/include&lt;br /&gt;
* asss/windeps&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_11.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Without changing the page, navigate to ''MingGW C Linker'' &amp;gt; ''Miscellaneous''. You'll want to add the pthread.dll/pthreadGC2.dll file (actual name may vary), generally located in ASSS' ''/windeps'' folder.&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_12.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Now click on the tab named ''Build Artifact''. The first thing you want to do is make sure you're creating a Shared Library file, and ''not'' an executable. Then, make sure that the artifact extension is '''dll'''. You can also change the name of the name of your output file, and specify a prefix (though not necessary).&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_13.png|300px]]&lt;br /&gt;
&lt;br /&gt;
== Step 4 ==&lt;br /&gt;
Once you're all done, click on ''Apply'', then ''OK''. Your project should automatically build itself afterwards, but you can build and rebuild it at any time by clicking on the hammer button, or by going into ''Project'' &amp;gt; ''Build All''.&lt;br /&gt;
&lt;br /&gt;
Eclipse may then give you several warnings and errors if you made a mistake somewhere. Revise the list of warnings and errors to see if there isn't something that you've forgotten (such as adding an #include), or a simple typo.&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_14.png|300px]]&lt;br /&gt;
&lt;br /&gt;
If you used the above example provided in [[#Step 2|Step 2]], you should obtain the following 3 errors and 1 warning:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
`NONE' undeclared (first use in this function)	hamburger.c	/hamburger	line 26&lt;br /&gt;
`ShoutHamburger' undeclared (first use in this function)	hamburger.c	/hamburger	line 26&lt;br /&gt;
`arena' undeclared (first use in this function)	hamburger.c	/hamburger	line 10&lt;br /&gt;
'Shout' defined but not used	hamburger.c	/hamburger	line 9&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
These can be corrected by replacing ''NONE'' with ''NULL'', ''local void Shout(...'' with ''local void ShoutHamburger(...'', and ''arena'' with ''p''. As you familiarize yourself with both the C language and ASSS, it will be easier for you to understand your mistakes, and know how to fix them.&lt;br /&gt;
&lt;br /&gt;
If everything is compiled properly, Eclipse should now say &amp;quot;Build complete for project X&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_15.png|300px]]&lt;br /&gt;
&lt;br /&gt;
== Step 5 ==&lt;br /&gt;
Now that you've created your first module, you'll want to give it a test run in-game. Locate your dll file in your workspace under the folder ''projectname/Release''. Copy it, and paste in in your ASSS folder under ''/bin''. Now open the file name ''modules.conf'' located in your ''/conf'' folder. Scroll to the bottom of the page, and add a new line with the file name and entry point name (i.e. EXPORT int MM_'''hamburger''') as follows:&lt;br /&gt;
* FILENAME:MODULENAME  (e.g. hamburger:hamburger)&lt;br /&gt;
&lt;br /&gt;
Make sure to save the file. If you've made a mistake in the name, then ASSS will close after you start it, as soon as it tries to load the non-existant or faulty module. Otherwise, you're now officially ready to give your module a spin!&lt;br /&gt;
&lt;br /&gt;
In the hamburger example, you will also have to make one extra modification. Before starting ASSS, move over to the folder ''/conf/groupdef.dir''. Open up the file named ''Default'' (any text editor will do), and add the line ''cmd_hamburger''. This will now add the command ?hamburger. To test it, start up ASSS, and type ?hamburger in-game.&lt;br /&gt;
&lt;br /&gt;
[[Category:Module]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Hakaku</name></author>	</entry>

	<entry>
		<id>http://wiki.minegoboom.com/index.php?title=File:Eclipse_03.gif&amp;diff=6034</id>
		<title>File:Eclipse 03.gif</title>
		<link rel="alternate" type="text/html" href="http://wiki.minegoboom.com/index.php?title=File:Eclipse_03.gif&amp;diff=6034"/>
				<updated>2009-07-11T03:36:12Z</updated>
		
		<summary type="html">&lt;p&gt;Hakaku: please delete this (accidental duplicate)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;PLEASE DELETE&lt;/div&gt;</summary>
		<author><name>Hakaku</name></author>	</entry>

	<entry>
		<id>http://wiki.minegoboom.com/index.php?title=Installing_New_Modules_with_Eclipse&amp;diff=6033</id>
		<title>Installing New Modules with Eclipse</title>
		<link rel="alternate" type="text/html" href="http://wiki.minegoboom.com/index.php?title=Installing_New_Modules_with_Eclipse&amp;diff=6033"/>
				<updated>2009-07-11T03:35:38Z</updated>
		
		<summary type="html">&lt;p&gt;Hakaku: resizing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Creating your first module can often be an intimidating process when you don't exactly know what you're doing. The following tutorial will guide you step by step on how to create an ASSS module using the [http://www.eclipse.org/cdt/ CDT] (C/C++ Development Tools) Integrated Development Environment (IDE) for [http://www.eclipse.org/ Eclipse] on the Windows operating system. Users already familiar with [[Installing New Modules#With Dev C++|Dev-C++]] will note several similarities between the two. You can obtain the most recent version of Eclipse CDT [http://www.eclipse.org/downloads/packages/eclipse-ide-cc-developers/galileor here].&lt;br /&gt;
&lt;br /&gt;
== Step 1 ==&lt;br /&gt;
Once you have completely unpacked Eclipse, start up the program, and specify a workspace (a popup should automatically ask you for this). You can safely ignore the initial welcome screen and go straight to creating your first project. To do that, go to ''File'' &amp;gt; ''New'' &amp;gt; ''C Project''.&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_01.png|300px]]&lt;br /&gt;
&lt;br /&gt;
A new screen should now appear. Give your project a name, and then click the ''&amp;lt;u&amp;gt;N&amp;lt;/u&amp;gt;ext'' button.&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_02.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Deselect the ''Debug'' option, it isn't necessary for the following tutorial, and then press ''Finish''.&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_03.png]]&lt;br /&gt;
&lt;br /&gt;
Assuming everything went ok, your project should look something like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_04.png|300px]]&lt;br /&gt;
&lt;br /&gt;
== Step 2 ==&lt;br /&gt;
[[Image:Eclipse_05.png|300px]]&lt;br /&gt;
&lt;br /&gt;
The next step will be to create new files to add in your project. To do this, go into ''File'' &amp;gt; ''New'' &amp;gt; ''Source File''. A new window will now show up. From here, you can now give your source (.c) file a name.&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_06.png|300px]]&lt;br /&gt;
&lt;br /&gt;
If you don't already have a module in mind, copy and paste the following (as used throughout the rest of this tutorial):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#include &amp;quot;asss.h&amp;quot;&lt;br /&gt;
&lt;br /&gt;
//Interfaces&lt;br /&gt;
local Imodman *mm;&lt;br /&gt;
local Icmdman *cmd;&lt;br /&gt;
local Ichat *chat;&lt;br /&gt;
&lt;br /&gt;
local void Shout(const char *command, const char *params, Player *p, const Target *target)&lt;br /&gt;
{&lt;br /&gt;
    chat-&amp;gt;SendMessage(arena, &amp;quot;Hamburger!&amp;quot;);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
EXPORT int MM_commandlist(int action, Imodman *mm_, Arena *arena)&lt;br /&gt;
{&lt;br /&gt;
    if (action == MM_LOAD)&lt;br /&gt;
    {&lt;br /&gt;
        mm = mm_;&lt;br /&gt;
&lt;br /&gt;
        chat = mm-&amp;gt;GetInterface(I_CHAT, arena);&lt;br /&gt;
        cmd = mm-&amp;gt;GetInterface(I_CMDMAN, arena);&lt;br /&gt;
&lt;br /&gt;
        if (!chat || !cmd)&lt;br /&gt;
            return MM_FAIL;&lt;br /&gt;
        else&lt;br /&gt;
        {&lt;br /&gt;
            cmd-&amp;gt;AddCommand(&amp;quot;hamburger&amp;quot;, ShoutHamburger, ALLARENAS, NONE);&lt;br /&gt;
&lt;br /&gt;
            return MM_OK;&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
    else if (action == MM_UNLOAD)&lt;br /&gt;
    {&lt;br /&gt;
        cmd-&amp;gt;RemoveCommand(&amp;quot;hamburger&amp;quot;, ShoutHamburger, ALLARENAS);&lt;br /&gt;
&lt;br /&gt;
        mm-&amp;gt;ReleaseInterface(cmd);&lt;br /&gt;
        mm-&amp;gt;ReleaseInterface(chat);&lt;br /&gt;
&lt;br /&gt;
        return MM_OK;&lt;br /&gt;
    }&lt;br /&gt;
    return MM_OK;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Image:Eclipse_07.png|300px]]&lt;br /&gt;
&lt;br /&gt;
You'll also need to add the file ''util.c'' into your project, which you can find in your ASSS folder under ''/src/main''. Either open util.c using an external program, or through Eclipse via ''File'' &amp;gt; ''Open File...'' Repeating the same process as from the beginning of Step 2, copy and paste the source of util.c into your project (keep the name the same).&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_08|300px]]&lt;br /&gt;
&lt;br /&gt;
== Step 3 ==&lt;br /&gt;
Even though you've created a project and added files, you're still not ready to build your module. You should notice that your main source file will be full of question marks; don't panic, this simply means that Eclipse isn't configured properly yet, and doesn't know what to do with your source. To configure your project, click on ''Project'' &amp;gt; ''Properties'' in the menu.&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_09.png]]&lt;br /&gt;
&lt;br /&gt;
Navigate your way under ''C/C++ Build'' &amp;gt; ''Settings''. And choose the tab named ''Tool Settings''.&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_10.png]]&lt;br /&gt;
&lt;br /&gt;
The first thing you want to do is add your include paths. As shown below, add the following directories under ''GCC C Compiler'' &amp;gt; ''Directories''. &lt;br /&gt;
* asss/src&lt;br /&gt;
* asss/src/include&lt;br /&gt;
* asss/windeps&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_11.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Without changing the page, navigate to ''MingGW C Linker'' &amp;gt; ''Miscellaneous''. You'll want to add the pthread.dll/pthreadGC2.dll file (actual name may vary), generally located in ASSS' ''/windeps'' folder.&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_12.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Now click on the tab named ''Build Artifact''. The first thing you want to do is make sure you're creating a Shared Library file, and ''not'' an executable. Then, make sure that the artifact extension is '''dll'''. You can also change the name of the name of your output file, and specify a prefix (though not necessary).&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_13.png|300px]]&lt;br /&gt;
&lt;br /&gt;
== Step 4 ==&lt;br /&gt;
Once you're all done, click on ''Apply'', then ''OK''. Your project should automatically build itself afterwards, but you can build and rebuild it at any time by clicking on the hammer button, or by going into ''Project'' &amp;gt; ''Build All''.&lt;br /&gt;
&lt;br /&gt;
Eclipse may then give you several warnings and errors if you made a mistake somewhere. Revise the list of warnings and errors to see if there isn't something that you've forgotten (such as adding an #include), or a simple typo.&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_14.png|300px]]&lt;br /&gt;
&lt;br /&gt;
If you used the above example provided in [[#Step 2|Step 2]], you should obtain the following 3 errors and 1 warning:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
`NONE' undeclared (first use in this function)	hamburger.c	/hamburger	line 26&lt;br /&gt;
`ShoutHamburger' undeclared (first use in this function)	hamburger.c	/hamburger	line 26&lt;br /&gt;
`arena' undeclared (first use in this function)	hamburger.c	/hamburger	line 10&lt;br /&gt;
'Shout' defined but not used	hamburger.c	/hamburger	line 9&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
These can be corrected by replacing ''NONE'' with ''NULL'', ''local void Shout(...'' with ''local void ShoutHamburger(...'', and ''arena'' with ''p''. As you familiarize yourself with both the C language and ASSS, it will be easier for you to understand your mistakes, and know how to fix them.&lt;br /&gt;
&lt;br /&gt;
If everything is compiled properly, Eclipse should now say &amp;quot;Build complete for project X&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Image:Eclipse_15.png|300px]]&lt;br /&gt;
&lt;br /&gt;
== Step 5 ==&lt;br /&gt;
Now that you've created your first module, you'll want to give it a test run in-game. Locate your dll file in your workspace under the folder ''projectname/Release''. Copy it, and paste in in your ASSS folder under ''/bin''. Now open the file name ''modules.conf'' located in your ''/conf'' folder. Scroll to the bottom of the page, and add a new line with the file name and entry point name (i.e. EXPORT int MM_'''hamburger''') as follows:&lt;br /&gt;
* FILENAME:MODULENAME  (e.g. hamburger:hamburger)&lt;br /&gt;
&lt;br /&gt;
Make sure to save the file. If you've made a mistake in the name, then ASSS will close after you start it, as soon as it tries to load the non-existant or faulty module. Otherwise, you're now officially ready to give your module a spin!&lt;br /&gt;
&lt;br /&gt;
In the hamburger example, you will also have to make one extra modification. Before starting ASSS, move over to the folder ''/conf/groupdef.dir''. Open up the file named ''Default'' (any text editor will do), and add the line ''cmd_hamburger''. This will now add the command ?hamburger. To test it, start up ASSS, and type ?hamburger in-game.&lt;/div&gt;</summary>
		<author><name>Hakaku</name></author>	</entry>

	<entry>
		<id>http://wiki.minegoboom.com/index.php?title=File:Eclipse_15.png&amp;diff=6032</id>
		<title>File:Eclipse 15.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.minegoboom.com/index.php?title=File:Eclipse_15.png&amp;diff=6032"/>
				<updated>2009-07-11T03:28:30Z</updated>
		
		<summary type="html">&lt;p&gt;Hakaku: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hakaku</name></author>	</entry>

	<entry>
		<id>http://wiki.minegoboom.com/index.php?title=File:Eclipse_14.png&amp;diff=6031</id>
		<title>File:Eclipse 14.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.minegoboom.com/index.php?title=File:Eclipse_14.png&amp;diff=6031"/>
				<updated>2009-07-11T03:28:22Z</updated>
		
		<summary type="html">&lt;p&gt;Hakaku: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hakaku</name></author>	</entry>

	<entry>
		<id>http://wiki.minegoboom.com/index.php?title=File:Eclipse_13.png&amp;diff=6030</id>
		<title>File:Eclipse 13.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.minegoboom.com/index.php?title=File:Eclipse_13.png&amp;diff=6030"/>
				<updated>2009-07-11T03:28:14Z</updated>
		
		<summary type="html">&lt;p&gt;Hakaku: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hakaku</name></author>	</entry>

	<entry>
		<id>http://wiki.minegoboom.com/index.php?title=File:Eclipse_12.png&amp;diff=6029</id>
		<title>File:Eclipse 12.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.minegoboom.com/index.php?title=File:Eclipse_12.png&amp;diff=6029"/>
				<updated>2009-07-11T03:28:08Z</updated>
		
		<summary type="html">&lt;p&gt;Hakaku: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hakaku</name></author>	</entry>

	<entry>
		<id>http://wiki.minegoboom.com/index.php?title=File:Eclipse_11.png&amp;diff=6028</id>
		<title>File:Eclipse 11.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.minegoboom.com/index.php?title=File:Eclipse_11.png&amp;diff=6028"/>
				<updated>2009-07-11T03:28:01Z</updated>
		
		<summary type="html">&lt;p&gt;Hakaku: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hakaku</name></author>	</entry>

	<entry>
		<id>http://wiki.minegoboom.com/index.php?title=File:Eclipse_10.png&amp;diff=6027</id>
		<title>File:Eclipse 10.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.minegoboom.com/index.php?title=File:Eclipse_10.png&amp;diff=6027"/>
				<updated>2009-07-11T03:27:53Z</updated>
		
		<summary type="html">&lt;p&gt;Hakaku: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hakaku</name></author>	</entry>

	<entry>
		<id>http://wiki.minegoboom.com/index.php?title=File:Eclipse_09.png&amp;diff=6026</id>
		<title>File:Eclipse 09.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.minegoboom.com/index.php?title=File:Eclipse_09.png&amp;diff=6026"/>
				<updated>2009-07-11T03:27:46Z</updated>
		
		<summary type="html">&lt;p&gt;Hakaku: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hakaku</name></author>	</entry>

	<entry>
		<id>http://wiki.minegoboom.com/index.php?title=File:Eclipse_08.png&amp;diff=6025</id>
		<title>File:Eclipse 08.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.minegoboom.com/index.php?title=File:Eclipse_08.png&amp;diff=6025"/>
				<updated>2009-07-11T03:27:39Z</updated>
		
		<summary type="html">&lt;p&gt;Hakaku: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hakaku</name></author>	</entry>

	</feed>