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Post by hunterdm on Jun 5, 2007 23:23:38 GMT
First off, let me say I love you Funky. This scriptset is the best thing EVER. Now, a few quick questions 1. To update, is this a simple overwrite? I don't have much in the way of changes in the scripting, so its not a big deal, but I do like to know. 2. Metachannels can be heard by all DMs? (This is one I meant to ask for a while now, and never actually tested out) 3. I noticed that the reset command is changed. Is there a change in the functionality of it or just a re-named command? 4. I can't recall what else I was going to ask, I am too excited.
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Post by FunkySwerve on Jun 6, 2007 0:19:02 GMT
1) Just an overwrite won't work unless you are using the SIMTools scripts in your modul events. If so, yes, you can import and overwrite all, though you might want to save your old config file as text to copy over some of the settings etc into the new one. If you are using other scripts, you need to merge the SIMTools module event scripts with them. If you need help you can post them here and I can help. 2) DMs can hear metachannels if you change the settings in the config file in the metachannels section:
const int DMS_HEAR_META = FALSE;//Set this to TRUE if you want DMs to receive all player metamessages. DMs //will have the option to ignore these messages with the command dm_ignoremeta. If a DM is also in a //metachannel, it will not duplicate the messages (like NWN does with party channel when a DM joins a party). // const int DM_PLAYERS_HEAR_META = FALSE;///Set this to TRUE if you want DMs logged in as players //to receive all DM messages in their combat logs. This will route DM messages to anyone with a cdkey you //list below in the VerifyDMKey function, if they are logged as a player. It will NOT route metamessages //to people logged in as DMs, so you should use both this and the above command if you want both. DMs //logged in as players will have the option to ignore these messages with the command dm_ignoremeta. //If a DM is also in a metachannel, it will not duplicate the messages (like NWN does with party channel //when a DM joins a party). // const int ADMIN_DMS_HEAR_META = FALSE;//Set this to TRUE if you want administrators logged in as DMs to receive //all player metamessages. Administrators will have the option to ignore these messages with the command //dm_ignoremeta. If a administrator is also in a metachannel, it will not duplicate the messages //(like NWN does with party channel when a DM joins a party). // const int ADMIN_PLAYERS_HEAR_META = FALSE;///Set this to TRUE if you want administrators logged in as players //to receive all DM messages in their combat logs. This will route DM messages to anyone with a cdkey you //list below in the VerifyAdminKey function,if they are logged as a player. It will NOT route metamessages //to people logged in as DMs, so you should use both this and the above command if you want both. //Administrators logged in as players will have the option to ignore these messages with the command //dm_ignoremeta. If an administrator is also in a metachannel, it will not duplicate the messages //(like NWN does with party channel when a DM joins a party).
3) The reset command was changed so that people wouldn't accientally trigger it when typoing the new command, dm_rest.
Funky
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Post by hunterdm on Jun 6, 2007 0:34:36 GMT
Been using your script for a while now, and loving it very much. When I saw you were releasing this update, I had to rush home to get to work on the mod. Its good to know that the individual script names are not changed so I can just import and tweak.
Good idea about the config file, btw. I would not have though tto do that, and would have had to retype lots of stuff.
Oh, one more thing...does the !delete command work for all players or is it a DM only thing?
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Post by hunterdm on Jun 6, 2007 0:44:29 GMT
Oh, one more thing...does the !delete command work for all players or is it a DM only thing? nevermind, just found my answer on another thread...nice work Funky.
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