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OnTheDOL has mentioned it should be easy to make this change so Broadcast (b) and Yell (y) work when triggers with interact are assigned to a mob. This will allow you to assign yell and broadcast text to mobs so they don't pop up a window every time, instead a message can be put into the chat window.
This code snip is the original GameNPC.cs and I think where the modification needs to be made.
// for interact text we pop up a window
if (trigger == eAmbientTrigger.interact)
{
(living as GamePlayer).Out.SendMessage(text, eChatType.CT_System, eChatLoc.CL_PopupWindow);
return;
}
// broadcasted , yelled or talked ?
if (chosen.Voice.StartsWith("b"))
{
foreach (GamePlayer player in CurrentRegion.GetPlayersInRadius(X, Y, Z, 25000, false, false))
{
player.Out.SendMessage(text, eChatType.CT_Broadcast, eChatLoc.CL_ChatWindow);
}
return;
}
if (chosen.Voice.StartsWith("y"))
{
Yell(text);
return;
}
The text was updated successfully, but these errors were encountered:
OnTheDOL has mentioned it should be easy to make this change so Broadcast (b) and Yell (y) work when triggers with interact are assigned to a mob. This will allow you to assign yell and broadcast text to mobs so they don't pop up a window every time, instead a message can be put into the chat window.
This code snip is the original GameNPC.cs and I think where the modification needs to be made.
// for interact text we pop up a window
if (trigger == eAmbientTrigger.interact)
{
(living as GamePlayer).Out.SendMessage(text, eChatType.CT_System, eChatLoc.CL_PopupWindow);
return;
}
The text was updated successfully, but these errors were encountered: