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Donkano Server Help Squatter
Gender: Joined: Jul 02 2003 Posts: 763 Offline
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Posted: Sat Oct 22, 2005 10:39 am Post subject: How can I attach sounds to messages from catids biller? |
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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;
}
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Default Server Help Squatter
Age:43 Gender: Joined: Aug 25 2005 Posts: 286 Offline
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Posted: Sat Oct 22, 2005 11:17 am Post subject: |
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To broadcast it or send a message? |
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Donkano Server Help Squatter
Gender: Joined: Jul 02 2003 Posts: 763 Offline
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Posted: Sat Oct 22, 2005 11:35 am Post subject: |
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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? |
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Default Server Help Squatter
Age:43 Gender: Joined: Aug 25 2005 Posts: 286 Offline
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Posted: Sat Oct 22, 2005 11:40 am Post subject: |
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Sorry.
I am not sure that would work, any means give it a try |
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Purge Episode I > Eposide III Jar-Jar is kool
Age:34 Gender: Joined: Sep 08 2004 Posts: 2018 Offline
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Posted: Sat Oct 22, 2005 12:24 pm Post subject: |
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You shouldn't use bongs as %s in code. Look for the packet where you can find bong #1. |
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D1st0rt Miss Directed Wannabe
Age:36 Gender: Joined: Aug 31 2003 Posts: 2247 Location: Blacksburg, VA Offline
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Posted: Sat Oct 22, 2005 1:14 pm Post subject: |
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You send it as the sound code on the end of the message _________________
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Donkano Server Help Squatter
Gender: Joined: Jul 02 2003 Posts: 763 Offline
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Posted: Sat Oct 22, 2005 2:21 pm Post subject: |
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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 |
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Cyan~Fire I'll count you!
Age:36 Gender: Joined: Jul 14 2003 Posts: 4608 Location: A Dream Offline
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Posted: Sun Oct 23, 2005 10:31 am Post subject: |
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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. _________________ This help is informational only. No representation is made or warranty given as to its content. User assumes all risk of use. Cyan~Fire assumes no responsibility for any loss or delay resulting from such use.
Wise men STILL seek Him. |
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Donkano Server Help Squatter
Gender: Joined: Jul 02 2003 Posts: 763 Offline
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Posted: Sun Oct 23, 2005 11:17 am Post subject: |
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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? |
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Maverick
Age:39 Gender: Joined: Feb 26 2005 Posts: 1521 Location: The Netherlands Offline
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Posted: Sun Oct 23, 2005 11:43 am Post subject: |
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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. _________________
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D1st0rt Miss Directed Wannabe
Age:36 Gender: Joined: Aug 31 2003 Posts: 2247 Location: Blacksburg, VA Offline
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Posted: Sun Oct 23, 2005 8:13 pm Post subject: |
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I don't know about ssb2, but in merv you can specify
(spawn.h)
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); |
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Cyan~Fire I'll count you!
Age:36 Gender: Joined: Jul 14 2003 Posts: 4608 Location: A Dream Offline
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Posted: Sun Oct 23, 2005 8:38 pm Post subject: |
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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. |
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D1st0rt Miss Directed Wannabe
Age:36 Gender: Joined: Aug 31 2003 Posts: 2247 Location: Blacksburg, VA Offline
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Posted: Sun Oct 23, 2005 8:43 pm Post subject: |
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Isn't a chat packet a chat packet though? |
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Smong Server Help Squatter
Joined: 1043048991 Posts: 0x91E Offline
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Posted: Mon Oct 24, 2005 6:07 pm Post subject: Re: Billers |
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Donkano wrote: |
user->item->SendChat(0, s.Text);
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Maybe that 0 is where the sound code goes? |
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Donkano Server Help Squatter
Gender: Joined: Jul 02 2003 Posts: 763 Offline
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Posted: Mon Oct 24, 2005 6:10 pm Post subject: Re: Billers |
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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 |
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Cyan~Fire I'll count you!
Age:36 Gender: Joined: Jul 14 2003 Posts: 4608 Location: A Dream Offline
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Posted: Mon Oct 24, 2005 6:40 pm Post subject: |
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Smong, you doubted me! |
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Smong Server Help Squatter
Joined: 1043048991 Posts: 0x91E Offline
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Posted: Mon Oct 24, 2005 6:58 pm Post subject: |
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Aww come on, it was just a guess without even looking at any relevant code. |
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Mine GO BOOM Hunch Hunch What What
Age:40 Gender: Joined: Aug 01 2002 Posts: 3614 Location: Las Vegas Offline
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Posted: Tue Oct 25, 2005 1:20 am Post subject: |
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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. |
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