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jopmako
03-19-2007, 11:02
four useful message what I'm using. correct me if I wrong, thx.


stock SendMsg_SayText2(target, color, const String:szMsg[], any:...)

stock SendMsg_HintText(client, const String:szMsg[], any:...)

stock SendMsg_TextMsg(client, type, const String:szMsg[], any:...)

stock SendMsg_HudMsg(client, channel,
Float:x, Float:y,
aRclr, aGclr, aBclr, aTclr,
bRclr, bGclr, bBclr, bTclr,
effect,
Float:fadein, Float:fadeout,
Float:holdtime, Float:fxtime,
const String:szMsg[])

BAILOPAN
03-19-2007, 12:33
Good stocks! Once we figure out a good way for cross-mod compatibility we'll have a few of these as natives.

sslice
03-19-2007, 19:42
What makes it not cross-mod compatibile right now?

BAILOPAN
03-19-2007, 21:21
HintText looks like something CS:S only. Similarly, CS:S text messages have their own encoding additions.

L. Duke
03-19-2007, 21:32
HintText is in the SDK and should work on most mods unless they've changed/disabled it.

I have noticed that in DODS I need to change the first WriteByte (using UTIL_HudHintText as an example) or it prints a funny character. The comment says "// one string" for 1, but I send a space instead. So that may be another example of the encoding additions (unless I'm doing something wrong).

sslice
03-20-2007, 00:22
Hmm, maybe it doesn't even need a byte before the string.

sslice
03-20-2007, 00:25
If you mean by the encoding additions the \x03, \x04, etc. then maybe color should just be removed from the param of the stock?

Edit: Nevermind, didn't realise color was the player index.

jopmako
03-20-2007, 01:17
The stocks was tested in CSS only.