Hello all I work actually on a script which capture some data on a game web page and send them to an external server.
On the server side, the data are treated or not depending if the module is installed and activated. My question is : Is there a way to make a GM script modular ? If the module isn't present on the server side, I don't want to sent the data (save bandwidth and server load) The first idea, is to build a complete script with everything embedded and activate parts through a configuration screen. But I would like to be able to load/unload the disabled part, to reduce the size of the script. In other words, having a "core" script which will load plugins according to the selection of the user and/or activated modules on the server. I don't think that @require will do the trick ericc -- You received this message because you are subscribed to the Google Groups "greasemonkey-users" group. To post to this group, send email to [email protected]. To unsubscribe from this group, send email to [email protected]. For more options, visit this group at http://groups.google.com/group/greasemonkey-users?hl=en.
