General Question writing/building macros

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tfd52
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General Question writing/building macros

Post by tfd52 » Mon Aug 23, 2004 3:38 am

When I write a program using VC 6.0 ++, I create a new project by first selecting the File menu and then click New, then click Project. I then select Visual C++ as my project type, and then select Win32 project in the templates box. Next, I choose a location for my new project by typing a directory path in the Location path and then click OK to start the Win32 app Wizard. I then usually select console project .

Does MQ2 support console projects or should I switch to the default of Window program? and why?

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Cr4zyb4rd
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Post by Cr4zyb4rd » Mon Aug 23, 2004 4:36 am

RTFM and use the steps provided there for compiling plugins. The mkplugin step will create a needed header file, a "stub" .cpp file with some simple instructions/examples, and project files for various compilers. Play with these as you see fit, but that should give you a base-line for how a "normal" plugin is expected to be compiled. As for the console thing...I can't see it making a huge difference if you're going to be compiling plugin .DLLs to work with MQ, but you might well need the windows versions of string output routines and whatnot...I'm not the most savy out there when it comes to windows compilers and what libraries need linked against what.

edit: hrm, after reading your post again, I'm not even sure we're on the same page, as you're asking about macros. macros are a simple "scripting" language, a "plain text" list of commands like you might enter in the chat window in-game. they require no compilation or any pre-processing...just toss them in your macro directory and go. there are some examples provided in the zip.

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dont_know_at_all
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Post by dont_know_at_all » Mon Aug 23, 2004 4:38 am

Macros are text files that are interpreted.

If you are asking about compiling, you need to do a lot more research 'cause you are doing it wrong.

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Cr4zyb4rd
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Post by Cr4zyb4rd » Mon Aug 23, 2004 4:42 am

If you are asking about compiling, you need to do a lot more research 'cause you are doing it wrong.
Eh...not so much a case of doing it wrong as of doing the wrong thing entirely. :) At least the question had some salient intelligence.

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Post by dont_know_at_all » Mon Aug 23, 2004 5:01 am

No, it didn't. Neither win32 applications nor win32 console applications are used by any MQ2 project, as in "doing it wrong."

tfd52
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Post by tfd52 » Mon Aug 23, 2004 7:53 am

Pardon me for my lack of expertise, but if they are not win32 apps nor win32 console apps, what are they?

They apparently use some form of C++, but when you load them up into new projects within VC++ and then build them--you get a ton of syntax errors and such.

Maybe the question should be then, what app is MQ2 written in and what source code should I use to create "new" macros?

And again, sorry for lack of expertise in the matter, but the manual is a little unclear in this regard.

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Post by dman » Mon Aug 23, 2004 7:56 am

edit: hrm, after reading your post again, I'm not even sure we're on the same page, as you're asking about macros. macros are a simple "scripting" language, a "plain text" list of commands like you might enter in the chat window in-game. they require no compilation or any pre-processing...just toss them in your macro directory and go. there are some examples provided in the zip.

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Cr4zyb4rd
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Post by Cr4zyb4rd » Mon Aug 23, 2004 10:49 am

also
RTFM