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xmlspawner >>Q&A >>system message


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ankron- 02-05-2006
I was wondering, is there a way to display a system message? I mena like the messages people get in the lower left hand corner of the screen...

godfood- 02-06-2006
You can use the BCAST keyword to do this.

Example,

BCAST/Hello World!

ankron- 02-06-2006
QUOTE (godfood @ Feb 6 2006, 09:12 AM)
You can use the BCAST keyword to do this.

Example,

BCAST/Hello World!

Yes, that does give a sysmessage... unfortunately that goes to the entire shard... not exactly the effect I was looking for.

ArteGordon- 02-06-2006
SENDMSG/Hello World!

will send it to the triggering player only.

ankron- 02-06-2006
QUOTE (ArteGordon @ Feb 6 2006, 04:26 PM)
SENDMSG/Hello World!

will send it to the triggering player only.

Did that, it errors out on xmlquestnpcs. Plus it already uses a lot of over head messages. Oh I also wondered... is there away to add a second proximity check to an npc script?

As A note, I do not wanna use a gump here... the quest npc is in a room chocked full of monsters, that are equiped with what would be known as jupiter artifacts... it's just a bit deadly for most players... and impossible should a gump show up.

ArteGordon- 02-06-2006
where did you put that? You would put that in the Action field if you wanted it to occur when a dialog entry was activated.

(edit)

I'm not sure what you mean by a second proximity check. Do you mean after an entry has been triggered you can check the distance again in individual entries?

I will be adding a DISTANCE keyword that should let you do that. It is on the todo list.

You may be able to achieve what you want now using the GETONNEARBY keyword though.

GETONNEARBY,range,objectname[,objecttype],propname

ankron- 02-06-2006
QUOTE (ArteGordon @ Feb 6 2006, 04:32 PM)
where did you put that? You would put that in the Action field if you wanted it to occur when a dialog entry was activated.

Yes it is in tha action field. I used the XMLEDIT command on an npc.

ArteGordon- 02-06-2006
what was the error?

(edit)

are you sure that you entered SENDMSG all in caps?

ankron- 02-06-2006
I figured it out, I was telling it to use the SENDMSG key word on the SETONTRIGMOB key word. Now I wish I could get it to check the range of the Triggering mob in the script. First it checks to see if the player is with in ten tiles and that they have not yet completed the secondary objective to the quest. After this point it needs to check to see if the player is with in 1 tile away so as to free the npc from a pire.

ArteGordon- 02-06-2006
you could try adding a spawner with a 1 tile detection range, or you could try using the GETONNEARBY keyword checking for the triggering players name or some other property (if you wanted to do this in the Condition field for an entry)

maybe something like

GETONNEARBY,1,,playermobile,name=GETONTRIGMOB,name

ankron- 02-06-2006
Doesn't do anything

ankron- 02-06-2006
QUOTE (ArteGordon @ Feb 6 2006, 04:44 PM)
you could try adding a spawner with a 1 tile detection range, or you could try using the GETONNEARBY keyword checking for the triggering players name or some other property (if you wanted to do this in the Condition field for an entry)

maybe something like

GETONNEARBY,1,,playermobile,name=GETONTRIGMOB,name

I put SENDMSG/{GETONNEARBY,1,,playermobile,name} in the action box, it just spits out...
GETONNEARBY,1,,playermobile,name

ankron- 02-06-2006
I've been looking through the CS files... I think you forgot to add the key word for GETONNEARBY because there is a SETONNEARBY

ArteGordon- 02-06-2006
hehe. oops. yeah, it is on the todo list, so not in yet.

ankron- 02-06-2006
Darn... ah well... just another bit of bad news for the day... wait... that is the only bad news... cause I'm not sure if my GF leaving me is good or bad... could be both. I guess I'll just have to add a second spawner.