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Author Topic: -  (Read 6542 times)

andreyyy

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Re: Arctic's chatv5 extended
« Reply #15 on: March 23, 2014, 07:52:12 am »

there's a reason it doesn't, andreyyy
(click to show/hide)
Oh right I forgot those, thanks
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Derpduck

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Re: Arctic's chatv5 extended
« Reply #16 on: March 23, 2014, 07:52:53 am »

You can change it to the actual character if you make the chat change it to \# iirc.

ajf

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Re: Arctic's chatv5 extended
« Reply #17 on: March 23, 2014, 08:08:22 am »

You can change it to the actual character if you make the chat change it to \# iirc.
Right. It's trivial to use string_replace_all everywhere so that # works properly. I did it.
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did you know that spinning stars work like this???

I've seen things you people wouldn't believe. execute_strings on fire off the shoulder of Overmars. I watched object-beams glitter in the dark near the room_goto_fix. All those moments will be lost in time, like tears...in...rain. Time to die.

t~

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Re: Arctic's chatv5 extended
« Reply #18 on: March 23, 2014, 08:49:54 am »

can you put back the part where it you can still see the chat updates without having to spam "t" every ten seconds? i mean, he's a great player and all, but i don't want to be pushy.
After playing on Ironic's Itemserver, which hosts this plugin as of now, I noticed when I hide the chat window I don't have those few "semi-visible" chat messages anymore. I kind of miss that. Is there a way you could add those back, possibly with a very transparent background?

yes plz. when i'm hosting, i can't tell if people joining have chat or not and i always forget to press t. i'll probably revert to lorgans until this gets added :z7:
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^_^

notarctic

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Re: Arctic's chatv5 extended
« Reply #19 on: March 23, 2014, 01:05:48 pm »

About the #'s, yes I did do a string_replace_all on # to \# but the chat parses it as /me so I figured it could serve as a /me shortcut
« Last Edit: March 23, 2014, 02:14:09 pm by arctic777 »
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notarctic

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Re: Arctic's chatv5 extended
« Reply #20 on: March 23, 2014, 03:30:06 pm »

Doubleposting because I fixed it so I wanna tell you guys I fixed it.

I fixed it
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ajf

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Re: Arctic's chatv5 extended
« Reply #21 on: April 03, 2014, 10:19:43 am »

Yo, in 2.7.2 the chat input box is clipped off if I'm using it in 16:9 mode. Could you fix that? Lorgan won't =P
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did you know that spinning stars work like this???

I've seen things you people wouldn't believe. execute_strings on fire off the shoulder of Overmars. I watched object-beams glitter in the dark near the room_goto_fix. All those moments will be lost in time, like tears...in...rain. Time to die.

notarctic

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    • arcticland
Re: Arctic's chatv5 extended
« Reply #22 on: April 03, 2014, 02:47:27 pm »

maybe later, theres still that error i need to fix but i've been putting off
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[1:37:51 PM] Derpduck: arctic u need to quote ppl that make shit posts in case they edit them
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notarctic

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    • arcticland
Re: Arctic's chatv5 extended
« Reply #23 on: April 18, 2014, 06:59:12 pm »

error fixed
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boynedmaster

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Re: Arctic's chatv5 extended
« Reply #24 on: April 20, 2014, 04:01:32 pm »

Could you add a simple way for plugin makers to create commands?
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emolga is cute as fuck

notarctic

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Re: Arctic's chatv5 extended
« Reply #25 on: April 20, 2014, 04:05:11 pm »

there is, check in the commands files, it's really easy
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boynedmaster

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Re: Arctic's chatv5 extended
« Reply #26 on: April 20, 2014, 04:10:10 pm »

Yeah I've been messing with the ds_map_add's but it always says it doesn't exist
I've tried tons of things to get it to start when the server does. Here's my current code. It's just a copy of the broadcast code but named something else.
Quote
global.addedShitCommands = false;
global.cmdTest = object_add();

object_event_add(global.cmdTest, ev_step, ev_step_normal, '
if(variable_global_exists("clientCommandMap") && !global.addedShitCommands){
   ds_map_add(global.clientCommandMap,"dicks","
      playerId = 255;
      _team = 0;
      if(global.isHost) {
         messageToBroadcast = ds_list_find_value(argument0,1);
         _message = '+"O[CONSOLE] '+string(messageToBroadcast);
         _message = string_replace_all(_message,'#',' ');
         event_user(2);
         event_user(4);
      }
      else if(global.isHost)
      {
         _message = 'OThis command can only be executed by the host.';
         event_user(4);
      }"+'
   ");
   ds_map_add(global.helpMap,"dicks","Sends a broadcast message");
   global.addedShitCommands = true;
}
');
sorry i'm shit at gml
« Last Edit: April 20, 2014, 04:10:28 pm by boynedmaster »
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emolga is cute as fuck

notarctic

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Re: Arctic's chatv5 extended
« Reply #27 on: April 20, 2014, 04:22:18 pm »

add to either servercommandmap or clientcommandmap, server ones are executed on the serverside no matter who calls it, clientside is executed on the client(aka, the one who called the command), at the top of your plugin should be the check to see if the map exists, then create it if it dosnt exist
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boynedmaster

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Re: Arctic's chatv5 extended
« Reply #28 on: April 20, 2014, 04:25:20 pm »

add to either servercommandmap or clientcommandmap, server ones are executed on the serverside no matter who calls it, clientside is executed on the client(aka, the one who called the command), at the top of your plugin should be the check to see if the map exists, then create it if it dosnt exist
wait what
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emolga is cute as fuck

notarctic

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Re: Arctic's chatv5 extended
« Reply #29 on: April 20, 2014, 04:27:06 pm »

errr, oops

here

Code: [Select]
if !variable_global_exists("<commandMap> or <clientCommandMap>") {global.<commandMap> or <clientCommandMap> = ds_map_create();}

ds_map_add(global.<commandMap> or <clientCommandMap>,"COMMAND NAME","
    CODE
");
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