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virusman
Joined: 30 Jan 2005 Posts: 1020 Location: Russia
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Demetrious
Joined: 09 Dec 2006 Posts: 6
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Posted: Thu Jan 11, 2007 22:03 Post subject: |
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Nice work on this.
It is great to have this available to the community basically years ahead of NWN1.
Ironically beginning yesterday, I started ripping out the listener from the DMFI Tools, but I'm hopeful that FunkySwerve and myself can coordinate packages so that both can provide tools that run along side each other and avoid the kludgy inherent nature of listeners.
Again, thanks for the work. |
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Grinning Fool
Joined: 12 Feb 2005 Posts: 264
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Posted: Thu Jan 11, 2007 23:35 Post subject: |
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This is awesome -- a thousand thank yous upon your head. I'm finishing up a fairly extensive parsing system for languages (translations plugin-based for efficiency), commands, emotes (partially plugin-based), and this was the one key component that it all depended on. _________________ Khalidine, a NWN2 persistent world
Looking for volunteers. |
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FunkySwerve
Joined: 02 Jun 2005 Posts: 377
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Posted: Fri Jan 12, 2007 3:32 Post subject: |
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Good stuff! Thanks.
Funky |
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caloup
Joined: 29 Sep 2006 Posts: 59 Location: albi (france)
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Posted: Fri Jan 12, 2007 16:51 Post subject: |
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Good work thank you !
Where can i find the documentation about NWNX2 Chat 0.2. ?
thank you for your answer...
Do you plan to make a demomap that grinning fool could integrate in is demo module ? |
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virusman
Joined: 30 Jan 2005 Posts: 1020 Location: Russia
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Posted: Fri Jan 12, 2007 22:36 Post subject: |
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caloup wrote: | Good work thank you !
Where can i find the documentation about NWNX2 Chat 0.2. ?
thank you for your answer... | There are 2 sources of information on NWNX Chat: this topic and the original dumbo's readme. Still, if you have any questions, feel free to post them here.
caloup wrote: | Do you plan to make a demomap that grinning fool could integrate in is demo module ? | It's unlikely, since I almost abandoned NWN2 toolset for a few months. |
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Grinning Fool
Joined: 12 Feb 2005 Posts: 264
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Posted: Mon Jan 15, 2007 5:06 Post subject: |
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It seems that dmb_SendMessage isn't outputting anythingw (if I'm correct in in assuming that iit's used to force the PC to speak without triggering the chat hook). Logging indicates that the function is getting called, here's the arguments:
// remainder is a string that contains text; nMode = 1; OBJECT_SELF is the PC
dmb_SendMessage(OBJECT_SELF, nMode, remainder);
After it's called, nothing is getting spoken by the PC.
Incoming chat notification and outgoing log calls are working fine. Let me know if I can provide anything else that'll be of help. _________________ Khalidine, a NWN2 persistent world
Looking for volunteers. |
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seed
Joined: 01 Dec 2006 Posts: 44
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Posted: Tue Jan 16, 2007 4:33 Post subject: |
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I can't seem to get the Target of the message correctly. I using modified SimTools routines from NWN1.
On player login, use "NWNX!CHAT!GETID" to get the ID of the player and store the player object on the module using this ID.
When in-coming chat is received, the Target ID is parsed out starting from position 2 for 10 characters and the player object is retrieved from the module using this variable. The Target ID received does not match up to the value received from the GETID call so the subsequent Get object from the module returns OBJECT_INVALID.
Is this a bug or am I missing something? |
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virusman
Joined: 30 Jan 2005 Posts: 1020 Location: Russia
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Posted: Tue Jan 16, 2007 7:56 Post subject: |
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seed wrote: | I can't seem to get the Target of the message correctly. I using modified SimTools routines from NWN1.
On player login, use "NWNX!CHAT!GETID" to get the ID of the player and store the player object on the module using this ID.
When in-coming chat is received, the Target ID is parsed out starting from position 2 for 10 characters and the player object is retrieved from the module using this variable. The Target ID received does not match up to the value received from the GETID call so the subsequent Get object from the module returns OBJECT_INVALID.
Is this a bug or am I missing something? | TargetID works only with private messages. In all other cases its value is -1. |
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redils
Joined: 13 Jan 2005 Posts: 27
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Posted: Tue Jan 16, 2007 12:50 Post subject: |
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Thank you virusman Good job ! Really |
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seed
Joined: 01 Dec 2006 Posts: 44
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Posted: Tue Jan 16, 2007 16:28 Post subject: |
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virusman wrote: | seed wrote: | I can't seem to get the Target of the message correctly. I using modified SimTools routines from NWN1.
On player login, use "NWNX!CHAT!GETID" to get the ID of the player and store the player object on the module using this ID.
When in-coming chat is received, the Target ID is parsed out starting from position 2 for 10 characters and the player object is retrieved from the module using this variable. The Target ID received does not match up to the value received from the GETID call so the subsequent Get object from the module returns OBJECT_INVALID.
Is this a bug or am I missing something? | TargetID works only with private messages. In all other cases its value is -1. |
Yes, using Tell is where I am seeing the problem. What I am seeing is that using NWNX!CHAT!GETID returns:
Code: | o GETID: oID='7fffffc0 ', ID=282558224 |
Where the ID = a large decimal number. However, the Target ID returned in the chat text has a different value:
Code: | o CHAT: mode=4, from_oID=7FFFFFC6, msg='what level are you now mate?', to_ID=0000000D
lastMsg: 04 13what level are you now mate?
TEXT: '04 13what level are you now mate?' |
I'm trying to figure out how to link the value returned by GETID to the Target ID in the chat string so I can get the target object. When the PC first enters the GETID function is called and the PC object is saved on the module using this ID as the variable string. This way when a Tell is sent to a player, I will use the TargetID from the chat script to return the PC Object stored on the module. Since the GETID and the TargetID don't match I am unable to tell who the target of the Tell is. |
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virusman
Joined: 30 Jan 2005 Posts: 1020 Location: Russia
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Posted: Tue Jan 16, 2007 17:26 Post subject: |
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7fffffc0 is ObjectID.
0000000D is ClientID.
Thanks for the report, I'll try to fix it. |
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virusman
Joined: 30 Jan 2005 Posts: 1020 Location: Russia
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seed
Joined: 01 Dec 2006 Posts: 44
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Posted: Wed Jan 17, 2007 0:16 Post subject: |
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That fixed it. I'll test it for multiple players later. |
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seed
Joined: 01 Dec 2006 Posts: 44
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Posted: Wed Jan 17, 2007 6:01 Post subject: |
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Confirmed - working great with multiple client logins. Thanks for the quick fix - history repeats itself. |
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