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Post by 4boltmain on Mar 20, 2008 2:07:50 GMT
I am using the 3.0 version but basically I only need the part that dm's can see player tells. My NPC shout commands are getting disabled on my server after about 2 1/2 hours of uptime. This I thought was because I let the server go for over 48 hours without resetting it but since I recently added an auto reset script.... the server resets and the players dont even see it coming cause the server shouts dont work.
I have gone through all the scripts and I dont even know where to begin to accomplish this.
I dont need any player commands, dm commands or anything fancy. All I want is to see other player tells. I am sure this would fix my server shout problem also.
I am far from an expert scripter but I do know a thing or two. If you could point me in the right direction on what parts I need to delete and what parts to leave (so I can take a crack at it) that would be cool.
Thanks
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Post by FunkySwerve on Mar 20, 2008 4:03:55 GMT
Sorry, that's way too much work for no real gain. Just leave the entire system in and you can have the functionality you want, with no added difficulty, almost no overhead, and few resources used. There's no reason to expect that removing huge chunks of code will do anything to redress your bug.
As for your problem, I need more information. What precisely do you mean by your 'NPC shout commands'? If you mean messages send from the messenger creature, the most likely explanation is that you didn't merge scripts properly, or that one of your other scripts is interfering. The most likely culprit is the modload script, which creates the speaker. Unless that speaker is in place, you won't get messages sent from it. If it IS spawning properly from modload (in the InitSpeech() call), could you be despawning it at some point inadvertantly? It is spawned at the start location, so you should start your hunt there.
If, on the other hand, you mean all NPC shouts are being muted, that's simply not something that SIMTools should do unless you modified sections of it. Please provide as much information as possible, and I'll be happy to help debug. Also, do you have the spam filter on? It should only trigger for PCs, but it's conceivable that it's triggering for NPCs if you are having them should multisentence phrases or web addresses.
Funky
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Post by 4boltmain on Mar 20, 2008 17:54:03 GMT
I have a NPC in my mod that shouts certain events. Like when a player kills a boss, when a boss respawns, a pvp kill...etc. I used to use the module itself to shout these events before I started using Sim Tools. For some reason the mod got silenced. I didnt really pay too much attention to this until I added a reset script. Players started complaining that there was no warning before the server reset. I then changed my scripts to shout from a NPC instead of GetModule(). This didnt help. The NPC was still getting silenced after about 2 1/2 hours of uptime.
I started snooping around in your scripts and I changed a few things...
1. I turned off the spam filter. 2. I set the DISALLOW_SPEECH_WHILE_SILENCED to false. 3. (cant remember for sure if I changed these) both permanent channel mutings are set to false.
When I checked the server this morning before work everything was working as it should.
I could be wrong but I think when one of these settings is set to TRUE, after a period of time the shouts for my server events get muted. It could be something to do with the color tags that I use for the shouts but I am not sure.
Heres an example of some of these commands....
AssignCommand(oTalker, ActionSpeakString("<cúú>The server will reset in ~<cú>15 <cúú>minutes.</c>",TALKVOLUME_SHOUT)); AssignCommand(oTalker, ActionSpeakString("<cúú>Your character will automatically be saved.</c>",TALKVOLUME_SHOUT)); AssignCommand(oTalker, ActionSpeakString("<cú>EMPTY YOUR STRONGBOX.</c>",TALKVOLUME_SHOUT)); AssignCommand(oTalker, ActionSpeakString("<cú>OR IT WILL BE DESTROYED!</c>",TALKVOLUME_SHOUT));
it doesnt seem to matter if I use oTalker or GetModule() for these shouts. When I used GetModule() I used SpeakString instead of ActionSpeakString.
Everything is working as it should. dm commands, player commands, character deleter...etc. Everything worked when I implemented the tools so Im pretty sure I didnt screw that up.
I havent edited or changed anything in your scripts at all. The shouts have always been part of the module and have never gave me any trouble until now.
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Post by FunkySwerve on Mar 21, 2008 2:40:11 GMT
Sounds like they were getting caught in the spam filter, though none of the shouts you posted there would do it, if memory serves (we don't use the spam filter). Let me know if you have any further issues.
Funky
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Post by 4boltmain on Mar 21, 2008 3:12:04 GMT
How many scripts would I have to edit to completely remove the !playerinfo command.
If you can tell me how to remove one then I can go through and pick and choose.
I went through the scripts again today and Im like "holy crap!"
One of my servers is pvp and I definitely want the !playerinfo command non functional.
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Post by FunkySwerve on Mar 21, 2008 3:25:05 GMT
Just edit fky_chat_inc, around line 1541, to have the function ShowInfo do nothing, or send the player a message saying it's been disabled. You are aware, aren't you, that players can choose not to reveal class info simply by going anon, right? You can even set the "FKY_CHAT_ANON" int to TRUE on them onclient enter if you want it to be on by default. Only character name, player name, and public cd key are revealed when that is set, unless the person using the command is a dm.
Funky
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Post by 4boltmain on Mar 23, 2008 0:29:04 GMT
Yeah I found that part and got it disabled. I appreciate you taking the time to help me out. Thank you.
;D
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