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virusman
Joined: 30 Jan 2005 Posts: 1020 Location: Russia
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Posted: Tue Oct 21, 2008 17:48 Post subject: |
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scarface wrote: | TroveLord wrote: | You can save the shout as string variable, suppress the shout itself and loop through players choosing who has to get the message. |
But how would you process that string through the shout channel to specific players? I don't really want it sent through the battle log window if possible. | Send it as a private message and colorize it to look like shout. |
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scarface
Joined: 12 Jun 2005 Posts: 94 Location: Sweden
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Posted: Tue Oct 21, 2008 18:28 Post subject: |
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virusman wrote: | scarface wrote: | TroveLord wrote: | You can save the shout as string variable, suppress the shout itself and loop through players choosing who has to get the message. |
But how would you process that string through the shout channel to specific players? I don't really want it sent through the battle log window if possible. | Send it as a private message and colorize it to look like shout. |
Didn't think of that, thanks fella. |
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virusman
Joined: 30 Jan 2005 Posts: 1020 Location: Russia
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virusman
Joined: 30 Jan 2005 Posts: 1020 Location: Russia
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Posted: Fri Jun 11, 2010 15:34 Post subject: |
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NWNX ResMan 1.0 has been uploaded to SVN.
http://nwn.virusman.ru/trac/nwnx2-linux/browser/trunk/plugins/resman
Changes:
* Override existing resources
* Proper handling of structures
* Proper memory management
* Change tracking
Known crashes and memory leaks have also been fixed with the changes. _________________ In Soviet Russia, NWN plays you! |
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Ravine
Joined: 26 Jul 2006 Posts: 105
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Posted: Sun Aug 01, 2010 1:17 Post subject: |
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Hi!
Still have problems with this
When I shutdown the server, it makes a segfault. Same happens, when I save the module from the console (like 'save 1 testing').
I really like this plugin, makes things easier |
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virusman
Joined: 30 Jan 2005 Posts: 1020 Location: Russia
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Fireboar
Joined: 17 Feb 2008 Posts: 323
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Posted: Sun Jun 19, 2011 15:27 Post subject: |
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That's awesome. I can think of loads of practical uses for this off the top of my head. |
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Zunath
Joined: 06 Jul 2006 Posts: 183
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Posted: Wed Jul 20, 2011 16:10 Post subject: |
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Thanks for linking me here Virusman. Looks like just what I need.
Question though: SIMTools uses a different form of nwnx_chat. I'm assuming he's put features in his version that aren't present in this one. Since I want to use both, what are my options? Can I just rename this version to another name and then use it? All I really need at this point are the message overrides.
Thanks. |
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virusman
Joined: 30 Jan 2005 Posts: 1020 Location: Russia
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Posted: Wed Jul 20, 2011 16:29 Post subject: |
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SimTools just uses an older version of NWNX Chat without any modifications. _________________ In Soviet Russia, NWN plays you! |
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Zunath
Joined: 06 Jul 2006 Posts: 183
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Posted: Wed Jul 20, 2011 16:44 Post subject: |
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Ah okay, so I can use this version without any issue? I was a little confused because the older file was larger. Guess that's not the best indicator! |
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virusman
Joined: 30 Jan 2005 Posts: 1020 Location: Russia
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Posted: Wed Jul 20, 2011 18:54 Post subject: |
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Zunath wrote: | Ah okay, so I can use this version without any issue? | Yes. _________________ In Soviet Russia, NWN plays you! |
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Epitaffio
Joined: 13 Jul 2010 Posts: 29 Location: Italy
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Posted: Mon Aug 01, 2011 18:12 Post subject: |
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How i can use the chat plugin to hook system messages?
This is what i've done
ini file:
Code: |
[CHAT]
chat_script = mod_inc_chat #default = chat_script ;)
server_script = mod_inc_chat # without extension!
processnpc = 1 #[0 or 1] switch NPC speech processing on/off
ignore_silent = 0 #[0 or 1] # disable processing of silent talk/shout messages
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mod_inc_chat:
Code: |
#include "nwnx_chat"
void main(){
object oPc = OBJECT_SELF;
int nType = NWNXChat_GetCCMessageType();
int nSubtype = NWNXChat_GetCCMessagSubtype();
SendMessageToPC(GetFirstPC(), IntToString(nType)+", "+IntToString(nSubtype));
}
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in the onload script:
in the on client enter:
Code: |
NWNXChat_PCEnter(oPc);
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Works like a charm with the player chat, no message for any system message, here is an example image
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Fireboar
Joined: 17 Feb 2008 Posts: 323
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Posted: Tue Aug 02, 2011 16:38 Post subject: |
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The messages processed by server_script are those like
[Server] You are now entering a no PvP area.
Basically, anything that starts with [Server] and appears in grey. This does not include the "... has joined/left as player" messages. |
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Epitaffio
Joined: 13 Jul 2010 Posts: 29 Location: Italy
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Posted: Tue Aug 02, 2011 17:30 Post subject: |
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So messages like "item lost" "item moved" and similar are client side? T_T |
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elven
Joined: 28 Jul 2006 Posts: 259 Location: Germany
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Posted: Tue Aug 02, 2011 17:33 Post subject: |
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You will need to set cc_script=X to a valid script in your config.
For an example of X, see here. |
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