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virusman
Joined: 30 Jan 2005 Posts: 1020 Location: Russia
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Grinning Fool
Joined: 12 Feb 2005 Posts: 264
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Posted: Fri Feb 16, 2007 18:27 Post subject: |
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Sweet, will be trying to break it in just a few hours. _________________ Khalidine, a NWN2 persistent world
Looking for volunteers. |
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seed
Joined: 01 Dec 2006 Posts: 44
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Posted: Fri Feb 16, 2007 21:17 Post subject: |
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Thanks! I've been running the chat plugin live since the last release. It seems to work great and I don't attribute any crashes to it. I'll update this evening! |
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seed
Joined: 01 Dec 2006 Posts: 44
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Posted: Sun Feb 18, 2007 12:05 Post subject: |
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The plugin link seems to have died. It worked on friday, but can't download now... |
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seed
Joined: 01 Dec 2006 Posts: 44
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Posted: Tue Feb 20, 2007 16:52 Post subject: |
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Is it possible to replace text in a string spoken in Party Chat?
I would like to add the Player's current location to all Party Chat messages but how do I change the text and still have it appear to have come from the Player in party mode? |
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virusman
Joined: 30 Jan 2005 Posts: 1020 Location: Russia
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Posted: Tue Feb 20, 2007 17:16 Post subject: |
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Send another message and then suppress the original message. |
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seed
Joined: 01 Dec 2006 Posts: 44
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Posted: Tue Feb 20, 2007 22:18 Post subject: |
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I'm stuck on how you reissue a Party chat from a player. Reissuing a Shout is easy, I used SpeakString with TALKVOLUME_SHOUT
for a party chat, do I use this:
string sMsg = "[" + GetArea(oSender) + "] " + sMsg;
dmb_SendMessage(oSender, CHAT_CHANNEL_PARTY, sMsg);
SetLocalString(oPC, "NWNX!CHAT!SUPRESS", "1");
thanks |
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virusman
Joined: 30 Jan 2005 Posts: 1020 Location: Russia
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Posted: Wed Feb 21, 2007 8:13 Post subject: |
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Yes.
But avoid endless loop (dmb_SendMessage calls chat script). |
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seed
Joined: 01 Dec 2006 Posts: 44
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Posted: Wed Feb 21, 2007 18:54 Post subject: |
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it didn't seem to be calling itself. If it did I would expect to see the location appened to the Party Chat multiple times until the script call max was exceeded. It appeared to work correctly |
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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: Wed Mar 07, 2007 15:53 Post subject: |
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Quick note to say thanks for the continued work.
The DMFI should support this plugin in the next version. So that you can do anything in the DMFI (UI based or UI Text entry based) via typed commands into the default chat bar plus suppress, server messages etc.
If your interested, the code should be up in the DMFI in the next couple of days.
Edit: I should state that credit for the NWNx Chat Support goes out to EPOlson who has helped with coordination between UIs, NWNx, TextMacro inputs, Listeners (before they were cut) etc. |
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Grinning Fool
Joined: 12 Feb 2005 Posts: 264
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Posted: Mon Apr 09, 2007 0:08 Post subject: |
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I seem to be running into a problem with the 1.05 beta patch and this plugin. Logs show me the following:
ChatFunc found at 0x431bb0
RunScript NOT FOUND!
GetPCobjByOID found at 0x4505c0
* Hooking error. _________________ Khalidine, a NWN2 persistent world
Looking for volunteers. |
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Grinning Fool
Joined: 12 Feb 2005 Posts: 264
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Posted: Mon Apr 09, 2007 2:45 Post subject: |
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Alright, found the new offset with some creative use of grep: 0x72f690 -- so code modification needs to increase the upper bound of the search from 0x700000
Update 1: seems to be further issues in that text isn't getting passed in. Researching...
Update 2: looks like the TEXT plugin callback isn't getting invoked. Reseraching...
Update 3: Okay, that last was user error... forgot to call init to set the spacer.
So it looks like the only actual change need (thus far) for 1.05 is to increase the upper range of the address search for the runscript hook. _________________ Khalidine, a NWN2 persistent world
Looking for volunteers. |
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virusman
Joined: 30 Jan 2005 Posts: 1020 Location: Russia
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Posted: Mon Apr 09, 2007 13:42 Post subject: |
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I'll update Chat plugin when 1.05 final comes out. |
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virusman
Joined: 30 Jan 2005 Posts: 1020 Location: Russia
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