SRL Archive - MSI Archives

MSI Phoenix - Grand Opening!


Sir R. M8gic1an

2010-04-14 16:36:01

Please note: This post is months old and there is a lot of outdated information.

MSI - Multiple Script Integration


First and foremost, I would like to say thank you to all the participants of MSI, but we'll get there in a moment. Before that, have a good look at the accronym. Multiple Script Integration - It has changed again, but hopefully for the last and best time.

MSI's aim is to have a do-it-all-everywhere script. Does this sound ambitious? It sure as hell is. It would be the ultimate script, untraceable, impossible to detect and you could just run it, return a few years later and have a char at all 99 levels. Now doesn't that sound amazing?

For months, MSI has been in the process of development, and now a simple cuter and banker has been completed. (Whoa, that sounds really slow!) - well no; Months of work have been put into the core.

Have a look at it - http://www.villavu.com/repositories/msi/

MSI is a group thing. Scripting Leaders developed the core, to ensure that everything worked together and had a strong base so that in the future this base wouldn't easily break. And it won't! MSI so far has been a great team scripting experience, and now we want you to come and join us in the making of this one great script. How, you ask? Go over to the MSI forums. Have a look at the "MSI SVN" forum. Read around.

MSI has been a bit behind doors all this time just to ensure stable development. We're about to open those doors.

The plan is to release to Members, but if we don't get enough feedback, then we'll release to Juniors.

And what's next you ask? Well, so far we have a VE cutter. Following…

And this is just one city. There are similar maps for every F2P city.

Now that you know what MSI is, I'll get on to explaining the Phoenix part. Due to the way this project is setup up, as long as SRL lives, so will MSI. It's been reborn from its ashes, and if it goes to ashes again, it can once more be reborn. Just like a Phoenix.

How will this be organized?
Scripting Leaders and Project Managers! So far, only SLs have done any coding, but, with the opening of the MSI SVN forum we will be expecting it to be run just like the Public SVN forums! You post, we commit!

Ok, but how will I know what to do?
There will be a sticky, with information on what needs doing. If in doubt, just contact a Scripting Leader! (Tip: contact the one that seems to be most involved on the thing you're working on ;) )

Well, all of this really sounds amazing, but I want to do more..
How does being a scripting leader yourself sound? You will need to apply and reply to a few questions, and your application will be voted on. No one is born fit to be a scripting leader - it's a learning proccess. If you don't make it through the first time - stick to the project and take the opportunity to learn - maybe next time you'll make it, or you'll even be invited in!

Well, you got me wrong. I don't want to be an SL - I just want to do more!
How about testing, looking for those small flaws which take a lot of attention to notice - the details which would make this script truely human?

Humm…that sounds interesting, but what if I want to help develop the "brain" behind the script?
Ok - this is a hard question to answer. To develop the brain behind the script there's two ways to go about it:
  • Thinking of how it should work
  • Implementing those ideas
The implementation is mostly done by the SLs and Scripters, while the thinking was left to the Project Managers and SLs at first. How about discussing it in the "MSI Phoenix - General" section ? And then it can be moved elsewhere as seen fit.

The MSI Team
[INDENT]
Individually, we are one drop. Together, we are an ocean.

Project Managers
  • Coh3n
  • Naum
  • JAD
  • Bobbohobbo
  • Cazax

Scripting Leaders
  • Nauman
  • NCDS
  • Blumblebee
  • Coh3n
  • Zytex
  • marpis
  • rogeruk
  • Cazax
[/INDENT]

These are the people you can expect to see actively involved in the maintenance and development of MSI as Staff. Myself, I am just overseeing and lending a hand whenever the time is right :) A very big Kudos also has to go out to all the Devs and SRL Staff that got involved at different points of the project, as without their help and advice this project would not be the same.

The Many MSI Features!
This list includes current and future special features.
  • Multiskill
  • Multiple items for each skill (i.e. will chop Oaks and Normal trees, or tin and copper ore)
  • Hybrid walking (color walking combined with reflection). Keep in mind that hybrid walking is OPTIONAL.
  • Awesome color-only walking
  • All the necessities - multiplayer, antiban, anitrandoms, etc.
  • Artificial Intelligence
  • Please post, if some are forgotten.

The MSI Path!
MSI will now be going down three paths, somewhat simultaneously depending on you, SRL Members and on which part you are most anxious to work.
  • MSI Core
  • MSI Varrock - Cutter
  • MSI Varock - Miner

Ok, well, what are the plans?

  • Ultimate Responder - MSI Core?
  • Yew Cutting - MSI Cutter?
  • Iron, Copper, Tin - MSI Miner?
  • Improving Hybrid Walking ? ( Have you checked out our hybrid walking system ? )


Scar… or Simba?
[INDENT]MSI says: "Both". Right now, Simba is not supported, although a Simba version will be following very soon.[/INDENT]

How do I start Helping out?
[INDENT]Come to the MSI Forums. Read around first. All directions will be there. Whether it is for testing, scripting or just simply discussing future changes, there will be a place and directions to it.[/INDENT]

Ok, how do I run the script??
[INDENT]We have made this ultimately easy for you… MSI through SVN, and then open up RunMe.scar, fill in DeclarePlayers and press play![/INDENT]

End of Post
[INDENT]And with this, I shall end my post in the hopes that lots of you will respond and visit the MSI forums, if anything to test out one of the best ever written scripts. Even better, join us in the writting.
[/INDENT]


Coming together is a beginning. Keeping together is progress. Working together is success.
The MSI Team

Timer

2010-04-14 16:45:52

Will comment later.

Ejjman

2010-04-14 16:51:45

ABOUT TIME!!

Can't wait to look into it, maybe help a little with what I can do.


Great, great idea, finally to be made into a script!

Bionicle

2010-04-14 17:02:32

Woo i thought this project was dead :D
WILL fosho be testing this out.

Naum

2010-04-14 17:35:14

Yay :)!
Please do check this work out, hours of time and care have been invested into this project.
We have sowed the seeds, the growth is your job :)
Hope you enjoy.

MylesMadness

2010-04-14 19:26:05

That walking function is almost a direct copy of my walking method. Great minds think alike

Tim0suprem0

2010-04-14 19:27:51

Woah this sounds sweet! Props to everyone who made this work, I remember MSI from back in the day, I thought it had died out though.

Sir R. M8gic1an

2010-04-14 19:31:55

From: Tim0suprem0
Woah this sounds sweet! Props to everyone who made this work, I remember MSI from back in the day, I thought it had died out though.


Welcome to the revival :)


From: Myles

That walking function is almost a direct copy of my walking method. Great minds think alike


I wonder which part you mean?

~RM

Tim0suprem0

2010-04-14 19:35:18

Sorry slightly offtopic, but anyone still talk to Special Ed?

MylesMadness

2010-04-14 19:46:52

From: Rasta Magician
…I wonder which part you mean?…

Procedure Walk;//May be a little hard to read
begin
if not Loggedin then exit;
Case Players[CurrentPlayer].Strings[0] of
'Varrock':
begin
Case Players[CurrentPlayer].Strings[1] of
'Yew':
begin
case Players[CurrentPlayer].Loc of
'bank':Exit;
'tree':Exit;
end;
end;
'Willow':
begin
case Players[CurrentPlayer].Loc of
'bank':Exit;
'tree':Exit;
end;
end;
'Oak':
begin
case Players[CurrentPlayer].Loc of
'bank':Exit;
'tree':Exit;
end;
end;
'Normal':
begin
case Players[CurrentPlayer].Loc of
'bank':Exit;
'tree':Exit;
end;
end;
end;
end;
'EdgeVille':
begin
Case Players[CurrentPlayer].Strings[1] of
'Yew':
begin
case Players[CurrentPlayer].Loc of
'bank':Exit;
'tree':Exit;
end;
end;
end;
end;
'Drayner':
begin
Case Players[CurrentPlayer].Strings[1] of
'Yew':
begin
case Players[CurrentPlayer].Loc of
'bank':Exit;
'tree':Exit;
end;
end;
'Williow':
begin
case Players[CurrentPlayer].Loc of
'bank':Exit;
'tree':Exit;
end;
end;
'Oak':
begin
case Players[CurrentPlayer].Loc of
'bank':Exit;
'tree':Exit;
end;
end;
'Normal':
begin
case Players[CurrentPlayer].Loc of
'bank':Exit;
'tree':Exit;
end;
end;
end;
end;
'Fally':
begin
Case Players[CurrentPlayer].Strings[1] of
'Yew':
begin
case Players[CurrentPlayer].Loc of
'bank':Exit;
'tree':Exit;
end;
end;
'Normal':
begin
case Players[CurrentPlayer].Loc of
'bank':Exit;
'tree':Exit;
end;
end;
end;
end;
end;
end;

kingarabian

2010-04-14 20:12:29

Wait this whole MSI thing was created to make that BIG huge all in one script? Or was it for group scripting?

But this is amazing!

Smartzkid

2010-04-15 00:22:56

Ooh, pretty!

mastaraymond

2010-04-15 04:51:47

Any plans for a draynor Chopper/Fisher?

Sir R. M8gic1an

2010-04-15 06:21:22

From: mastaraymond
Any plans for a draynor Chopper/Fisher?


Once we get to Draynor ;) As you can see, there's a lot to be done in Varrock :D


~RM

ShowerThoughts

2010-04-15 10:06:19

Do you guys also have global functions… and does ONE script run all the things mixed randomly?

Coh3n

2010-04-15 10:14:04

From: Hermen
Do you guys also have global functions… and does ONE script run all the things mixed randomly?

It runs what you tell it to when you setup your players.

Sir R. M8gic1an

2010-04-15 21:36:12

From: Hermen
Do you guys also have global functions…


Everything is made as global as possible, for sakes of modular, organized and efficient scripting. (Or as global as we've been able to think about).

:)

~RM

Ejjman

2010-04-15 21:41:43

I'd like to help on planks :)

I'm sure you won't be adding this for awhile, but when I see a thread about it, I'll try and help.

And help in other ways when I can ;)

Raskolnikov

2010-04-15 23:53:32

We can have every "part" of the script start from any bank. We can have detection methods to see what bank we are in. From there, we can designate which part to run based on lowest level, user input, or other methods.

That is my two cents on where this project could go.

NCDS

2010-04-16 00:05:50

From: Cut em2 it
We can have every "part" of the script start from any bank. We can have detection methods to see what bank we are in. From there, we can designate which part to run based on lowest level, user input, or other methods.

That is my two cents on where this project could go.


Before anything like that happens though we need to support more skills/locations, which takes time. We all have the same idea, we just need to expand on the include/script more first to get to that point.

Raskolnikov

2010-04-16 00:26:29

From: NCDS
Before anything like that happens though we need to support more skills/locations, which takes time. We all have the same idea, we just need to expand on the include/script more first to get to that point.


Ah, I see. Well I just saw the thread for what needs to be done, so I might start working on a couple of those. Thanks SSRL and Devs for reviving MSI.

Sir R. M8gic1an

2010-04-16 04:40:12

From: Cut em2 it
Ah, I see. Well I just saw the thread for what needs to be done, so I might start working on a couple of those. Thanks SSRL and Devs for reviving MSI.


Not everyone was SSRL when MSI re-started :) Most people got promoted in the mean time :D

~RM

Raskolnikov

2010-04-16 09:18:08

From: Rasta Magician
Not everyone was SSRL when MSI re-started :) Most people got promoted in the mean time :D

~RM


Ah well, thank you everyone that revived MSI.

HyperSecret

2010-04-16 10:36:18

Nice!, will test on some account when I get home.

ShowerThoughts

2010-04-16 10:45:18

From: Coh3n
It runs what you tell it to when you setup your players.


From: Rasta Magician
Everything is made as global as possible, for sakes of modular, organized and efficient scripting. (Or as global as we've been able to think about).

:)

~RM


Appreciate your response, thanks!

Coh3n

2010-04-22 09:41:04

Added a list of features.

Avaphi

2010-05-13 11:54:48

Ahhhh, This sounds intriguing.

Gu3st...

2010-05-13 12:32:56

From: Avaphi
Ahhhh, This sounds intriguing.
It indeed is!
Please test it :)

Avaphi

2010-05-13 13:40:43

From: Zyt3x
It indeed is!
Please test it :)


Will do. :)

Avaphi

2010-05-13 16:39:55

Simba Compatable?

Coh3n

2010-05-13 16:43:23

From: Avaphi
Simba Compatable?

Yes.

rotwyla98

2010-06-22 20:37:18

Couldn't figure out where to post feedback/errors so I'll just post here…

Using SCAR:

PlayerSkills[0] := [SKILL_WOODCUTTING];
PlayerObjects[0] := [[OBJ_TREE_NORMAL]];
Integers[P_CITY] := CITY_VARROCK;
Integers[P_LOC] := LOC_VE_TREES;
Booleans[P_BANK] := True;

I put my character with a hatchet just east of varrock (the trees just outside the east gate, north side of the road)

It chops the 3 or so trees with no problems. After that, it keeps mousing over oak trees in a botlike pattern.

08:30:07 PM: xxxxxx: Detail: MSI_FindObjects: 24 objects found!
08:30:08 PM: xxxxxx: Detail: MSI_FindObjects: Uptext didn't match!
08:30:08 PM: xxxxxx: Detail: MSI_FindObjects: 24 objects found!
08:30:08 PM: xxxxxx: Detail: MSI_FindObjects: Uptext didn't match!
08:30:08 PM: xxxxxx: Detail: MSI_FindObjects: 24 objects found!
08:30:08 PM: xxxxxx: Detail: MSI_FindObjects: Uptext didn't match!
08:30:08 PM: xxxxxx: Detail: MSI_FindObjects: 24 objects found!
08:30:09 PM: xxxxxx: Detail: MSI_FindObjects: Uptext didn't match!
08:30:09 PM: xxxxxx: Detail: MSI_FindObjects: 24 objects found!
08:30:09 PM: xxxxxx: Detail: MSI_FindObjects: Uptext didn't match!
08:30:09 PM: xxxxxx: Detail: MSI_FindObjects: Objects not found!

That message keeps repeating.

Simba:

[Error] (80:14): Unknown identifier 'P_CITY' at line 79

While the trees are there, this is one of the faster choppers i've used. Great work!

Sir R. M8gic1an

2010-06-23 05:45:23

For Simba, it seems to me that you don't have the MSI include stored at the same place where you have simba. P_City obviously is part of the script because it runs in scar.

As for the trees, we'll see what we can do.

And for feedback, this would be the best place:
http://villavu.com/forum/forumdisplay.php?f=313

;)

Cheers!

~RM

rotwyla98

2010-06-23 17:13:07

From: Rasta Magician
For Simba, it seems to me that you don't have the MSI include stored at the same place where you have simba. P_City obviously is part of the script because it runs in scar.

As for the trees, we'll see what we can do.

And for feedback, this would be the best place:
http://villavu.com/forum/forumdisplay.php?f=313

;)

Cheers!

~RM


Hmm. I install Simba to C:\Simba and put msi into the C:\Simba\Includes\SRL\SRL\msi. Wrong?

SCAR I have installed in its own folder on my desktop. Are the two supposed to share folders?

Can't believe I missed that forum. Will definitely post there from now on.

Cheers

Coh3n

2010-06-23 18:06:22

From: rotwyla98
Hmm. I install Simba to C:\Simba and put msi into the C:\Simba\Includes\SRL\SRL\msi. Wrong?

No, that's right. It should be in the same folder as core, skill and misc.

From: rotwyla98

SCAR I have installed in its own folder on my desktop. Are the two supposed to share folders?

Simba and SCAR? No, keep them separate.

As for your tree problem above, I'm almost positive no one can get rid of that. The colours of normal trees and oak trees are almost exactly the same. Unless you set the script to also chop oaks, it will always hover them.

Heavenguard

2010-07-16 15:05:56

Wow, i would seriously love to get into this project. Now that I have Simba, and my Reflection set up, ill get back into scripting small scripts. Then ill come here and give the most that I can to MSI, yup, this phoenix is not gonna turn into an egg anytime soon.

Coh3n

2010-07-16 17:20:37

From: Heavenguard
Wow, i would seriously love to get into this project. Now that I have Simba, and my Reflection set up, ill get back into scripting small scripts. Then ill come here and give the most that I can to MSI, yup, this phoenix is not gonna turn into an egg anytime soon.

A Phoenix turns into ashes when they die. ;) Then are reborn from those ashes.

Becks

2010-07-17 10:00:29

O.o great work guys.

randy marsh

2010-08-10 16:00:28

How will this been undetectable , looks good :P

NCDS

2010-08-10 16:41:39

From: djcheater
How will this been undetectable , looks good :P


It's just like any other Script. Really, that's all MSI is, is one big script that covers multiple skills in multiple locations. It is only laid out as an include, therefor the AntiBan is just like any other SRL-based script.

dalildrummerboi

2010-08-31 20:34:01

From: Sir R. Magician


Due to the way this project is setup up, as long as SRL lives, so will MSI. It's been reborn from its ashes, and if it goes to ashes again, it can once more be reborn. Just like a Phoenix. :fiery:



[offtopic] this is really creative and just plain out awesome! im really excited for this!!! :D [/offtopic]