Server Help

Misc User Apps - How can I attach sounds to messages from catids biller?

Donkano - Sat Oct 22, 2005 10:39 am
Post subject: How can I attach sounds to messages from catids biller?
Is it possible to send sounds through biller messages?

Quote:

if (user)
{
_string s;
s = "%1WARNING: ";
s += RightText;
s += " -";
s += (char*)&player->player->Name[0];
user->item->SendChat(0, s.Text);
player->SendArena("Player warned.");
return true;
}

Default - Sat Oct 22, 2005 11:17 am
Post subject:
To broadcast it or send a message?
Donkano - Sat Oct 22, 2005 11:35 am
Post subject:
Default wrote:
To broadcast it or send a message?


Read the quote in my post.

All I added to it from catid's biler is the %1 before the "WARNING:"

Would that send the sound with the message?
Default - Sat Oct 22, 2005 11:40 am
Post subject:
Sorry.
I am not sure that would work, any means give it a try sa_tongue.gif
Purge - Sat Oct 22, 2005 12:24 pm
Post subject:
You shouldn't use bongs as %s in code. Look for the packet where you can find bong #1.
D1st0rt - Sat Oct 22, 2005 1:14 pm
Post subject:
You send it as the sound code on the end of the message
Donkano - Sat Oct 22, 2005 2:21 pm
Post subject:
D1st0rt wrote:
You send it as the sound code on the end of the message


I don't know the sound code, all I know is that it is %1 in the defult Continuum bongs.

I want it to play the same sound as it does with *warn
Cyan~Fire - Sun Oct 23, 2005 10:31 am
Post subject:
Catid's code is layed out (and written) like crap, so I can't be sure, but I'm almost positive it's not possible. FYI, Donkano, Continuum scans your messages for the % sounds, removes them, and adds a sound code to your message packet.

Disclaimer: Don't get me wrong. Yes, I may say catid's code is crap, but I still appreciate it.
Donkano - Sun Oct 23, 2005 11:17 am
Post subject:
Cyan~Fire wrote:
Catid's code is layed out (and written) like crap, so I can't be sure, but I'm almost positive it's not possible. FYI, Donkano, Continuum scans your messages for the % sounds, removes them, and adds a sound code to your message packet.

Disclaimer: Don't get me wrong. Yes, I may say catid's code is crap, but I still appreciate it.


So you mean Ekted would know this since he helped with the building of the Continuum client?
Maverick - Sun Oct 23, 2005 11:43 am
Post subject:
Cyan~Fire wrote:
Disclaimer: Don't get me wrong. Yes, I may say catid's code is crap, but I still appreciate it.

Same, however I haven't seen real proof that catid's code is crap.
D1st0rt - Sun Oct 23, 2005 8:13 pm
Post subject:
I don't know about ssb2, but in merv you can specify

(spawn.h)
Code: Show/Hide
   void sendPrivate(Player *player, char *msg);
   void sendPrivate(Player *player, BYTE snd, char *msg);

   void sendTeam(char *msg);
   void sendTeam(BYTE snd, char *msg);

   void sendTeamPrivate(Uint16 team, char *msg);
   void sendTeamPrivate(Uint16 team, BYTE snd, char *msg);

   void sendPublic(char *msg);
   void sendPublic(BYTE snd, char *msg);

   void sendPublicMacro(char *msg);
   void sendPublicMacro(BYTE snd, char *msg);

Cyan~Fire - Sun Oct 23, 2005 8:38 pm
Post subject:
Ekted might know, but I'm 90% sure you can't.

@Mav: How about the fact that 95% of the SSB2 code is in header files and that he uses type-casted array offsets instead of structures to send packets?

@d1s: But that's for the game protocol, different from the biller protocol.
D1st0rt - Sun Oct 23, 2005 8:43 pm
Post subject:
Isn't a chat packet a chat packet though?
Smong - Mon Oct 24, 2005 6:07 pm
Post subject: Re: Billers
Donkano wrote:

user->item->SendChat(0, s.Text);

Maybe that 0 is where the sound code goes?
Donkano - Mon Oct 24, 2005 6:10 pm
Post subject: Re: Billers
Smong wrote:
[..]


Maybe that 0 is where the sound code goes?


No, that is the channel it appears on.

In-Game quote:
God.Donkan> ?warn God.Donkano:Test
0:WARNING: Test -God.Donkano
Player warned
Cyan~Fire - Mon Oct 24, 2005 6:40 pm
Post subject:
Smong, you doubted me!
Smong - Mon Oct 24, 2005 6:58 pm
Post subject:
Aww come on, it was just a guess without even looking at any relevant code.
Mine GO BOOM - Tue Oct 25, 2005 1:20 am
Post subject:
Looking at the documented source code Grelminar has with the billing portion of ASSS, it seems as if there is no sound code that you can transmit to users in general. It looks like you could with the global zone messages (which makes sense back from VIE days), but not specific users/chat channel messages as there isn't room for it.
All times are -5 GMT
View topic
Powered by phpBB 2.0 .0.11 © 2001 phpBB Group