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    Quote Originally Posted by ElectronDF View Post
    I think he was saying, if you could do it in HKN, to win those people over, you would need to be able to do it in your new program.
    Yeah, I think I took the discussion too literally. But your interpretation -- that the new program should duplicate HotkeyNet's features -- wouldn't be practical either because it would take too long, and I don't think it could be done with a GUI interface. HotkeyNet has too many features, and I don't think it's possible to design a GUI that would allow the user to define all the behaviors that can be defined with the script language.

    Some random examples of HotkeyNet's features:

    -- HotkeyNet lets people paint panels of buttons on the screen using their own artwork, and they can assign the buttons to execute pieces of scripts conditionally based on many different conditions.

    -- HotkeyNet lets the user kill mutexes to which external processes hold open handles;

    -- HotkeyNet allows people to use the chat line in a game as an input field for commands that are defined in HotkeyNet's scripts;

    -- etc.

    There are dozens of non-trivial features like that in HotkeyNet. Each of them would take a substantial amount of time to reimplement, test, and document.

    If I were writing a multiboxing program from scratch, I would forget HotkeyNet and implement what I described above (the feature set of old Mojo). Such a program can grow in any desired direction, so there are no limits. But that's what I would start with.
    Last edited by Freddie : 07-06-2011 at 05:49 AM
    �Author of HotkeyNet and Mojo

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