Frequently Asked Questions (FAQ)1. What operating systems does MM support?
2. Do I have to be a programmer to write MM scripts to make a macro or bot?
3. Hey you copied the xxxx (insert name here) macro/script system!?
4. Why use the "MacroMonkey.dll" naming rather then the default "lua5x.dll" (core Lua DLL)?
1. Q: What operating systems does MM support?
A: MM is designed and actively developed on Microsoft Windows XP sp3 32bits. It should work properly
under other windows variants (later, not earlier then XP) with some settings (as of August 9, 2009):
Vista: Under the properties for MacroMonkey.exe, set "Run as Administrator", and set “Windows XP sp 2” compatibility.
Windows 7: 32bit bit tested, appears to work properly.
Windows Server 2003/2008: Untested. Try same options as Vista above.
64 bit: Several users have claimed it works fine under Vista and Windows 7 64bit.
Mac and Linux, etc., using Windows XP emulators: Untested.
Virtual Machines (VMWARE, Virtual PC, etc.): Also untested.
Eventually, faster with the help of others, more of these will be tested. Look here periodically.
2. Q: Do I have to be a programmer to write MM scripts to make a macro or bot?
A: Yes, and no. See: http://en.wikipedia.org/wiki/Programmer
If you write or edit scripts that makes you a “programmer” really. You don’t need approval or some certificate from the ivory tower society.
It definitely helps to understand at least some basic programming concepts however. Which one can learn from the many tutorials that can be found on the web, and, or, printed books on programming.
A lot of knowledge will come from experience; as you experiment, find better ways of handling things, and best more challenges, etc.
The real power (and fun) in making game macros and bots is learning how to modify existing ones, or better yet roll your own!
3. Q: Hey you copied the xxxx (insert name here) macro/script system!?
A: Nope, not at all.
MM is not a copy of any other system. In particular the largest extension components like the network and GUI systems are totally custom and took several months to build and test.
However it has certain open/licensed source components like Lua it's self, the network cipher, XML libs, etc.
Other then that from a design perspective, a lot of the same basic elements you will find in other macro/bot/script systems. See the history and design sections for more..
4. Q: Why use the "MacroMonkey.dll" naming rather then the default "lua5x.dll" (core Lua DLL)?
(And why the different export library name and use a header wrapper, etc.?)
A: MacroMonkey is meant as it's own system somewhat separate form Lua as a whole.
The user should think of this as the "MacroMonkey" system; not as, but rather uses "Lua". The user need not be concerned with the exact version of Lua (will always be the latest within reason), etc.
The reason for the C/C++ header wrapper (and perhaps further cleanup in the future) is to streamline the MM SDK.
And finally since MM has some core modifications (pretty minor at the moment) it can't technically be called "Lua" per official word.
Unfortunately with the changes and different DLL name, it means you can't use Lua 5.1x addons as is. You will have to rebuild them using the MM SDK (currently only MSVS2005 or better supported).
Hopefully not much of a problem that should only effect a small number of users. And if there is good reason, perhaps the addon(s) will be add to the MM core if possible (please post these on the forum as a suggestion).
Some candidates: LuaSocket (support for the TCP and UDP transport layers, and Internet utility), LuaSQL(or similar) for database connectivity.