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[Dyn Native] ColorChat v0.3.2 (04 jul 2013)


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ConnorMcLeod
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Old 10-25-2013 , 12:41   Re: [Dyn Native] ColorChat v0.3.2 (04 jul 2013)
Reply With Quote #241

ML file size shouldn't be a problem.
For 1.8.3, if you have problem, please report on bugzilla.
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tonykaram1993
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Old 10-25-2013 , 12:43   Re: [Dyn Native] ColorChat v0.3.2 (04 jul 2013)
Reply With Quote #242

I will try again one more time when I get back home. If I still do experience some problems, I will probably make a thread with the code, and see if I am doing something wrong first. If not, then I will report it as a bug.
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Jhob94
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Join Date: Jul 2012
Old 10-25-2013 , 16:54   Re: [Dyn Native] ColorChat v0.3.2 (04 jul 2013)
Reply With Quote #243

Quote:
Originally Posted by ConnorMcLeod View Post
This is not how ^2 is working.

^2Following player name _PLAYER_NAME_ is colored with team.

->

Following player name _PLAYER_NAME_ is colored with team.

Also, with ^2 at the start of the string, any other color key in the string has no effect. If at least you would read native description...
Can you do a simple all chat for i see as example? Because is better to understand


EDIT:
I tried to do this in my ExHero server:
PHP Code:
public Hook_Say(id)
{
    if(!
is_user_connected(id))
        return 
PLUGIN_CONTINUE
        
    
static said[190]
    
read_args(saidcharsmax(said))
    
remove_quotes(said)
    
    if(
equal(said"") || containi(said"%s%s%s") != 1)
        return 
PLUGIN_HANDLED
        
    
new name[34], msg[190], prefix[10]
    
get_user_name(idnamecharsmax(name))
    
    if(
Zombie[id])
        
formatex(prefixcharsmax(prefix), "[ZOMBIE]")
    
    else
    {
        if(
Hero[id])
            
formatex(prefixcharsmax(prefix), "[HERO]")
            
        else
            
formatex(prefixcharsmax(prefix), "[HUMAN]")
    }
    
    
formatex(msgcharsmax(msg), "^4%s ^3%s^1: %s"prefixnamesaid)
        
    if(!
is_user_alive(id))
        
formatex(msgcharsmax(msg), "^1*DEAD* %s"msg)
    
    if(
Zombie[id])
        
client_print_color(0RED"%s"msg)
        
    else
        
client_print_color(0BLUE"%s"msg)
    
    return 
PLUGIN_HANDLED

Nothing is displayed
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Last edited by Jhob94; 10-25-2013 at 19:01.
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ConnorMcLeod
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Old 10-26-2013 , 03:14   Re: [Dyn Native] ColorChat v0.3.2 (04 jul 2013)
Reply With Quote #244

RED doesn't exist.

Also, this is not a scripting/help forum.
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tonykaram1993
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Old 10-26-2013 , 23:01   Re: [Dyn Native] ColorChat v0.3.2 (04 jul 2013)
Reply With Quote #245

Quote:
Originally Posted by ConnorMcLeod View Post
ML file size shouldn't be a problem.
For 1.8.3, if you have problem, please report on bugzilla.
You were correct, I had a problem elsewhere. Anyway it is fixed and everything is working smoothly now. Thank you!
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tonykaram1993
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Old 11-06-2013 , 06:07   Re: [Dyn Native] ColorChat v0.3.2 (04 jul 2013)
Reply With Quote #246

Sorry for double post, but I wanted you to see this. In the stock I think there is a problem. I am using the stock to support servers with amxmodx 1.8.2 (I added it in my UltimatePlugin).

When the stock is used, the message is being printed multiple times (to be precise, the exact number of connected players). So I checked the code, and saw this:
Code:
for(--iNum; iNum>=0; iNum--)         {             id = iPlayers[i];             if( iMlNumber )             {                 for(j=0; j<iMlNumber; j++)                 {                     // Set all LANG_PLAYER args to player index ( = id )                     // so we can format the text for that specific player                     setarg(ArrayGetCell(aStoreML, j), _, id);                 }                                 // format string for specific player                 vformat(szMessage, charsmax(szMessage), fmt, 4);             }             if( sender > Grey )             {                 _CC_TeamInfo(id, sender, szTeamName[sender-Grey]);             }             _CC_SayText(id, sender, szMessage);         }
What I did was changed the following:
Code:
id = iPlayers[i];
->
Code:
id = iPlayers[iNum];
Since you are looping here all players to print the message to each and every one. Am I right? I hope I am.
The thing is that when I changed that, it work flawlessly. I tested it with bots (but of course I removed "ch" in get players, so I could test it with bots ofc).
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Last edited by tonykaram1993; 11-06-2013 at 06:10.
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ConnorMcLeod
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Old 11-06-2013 , 11:42   Re: [Dyn Native] ColorChat v0.3.2 (04 jul 2013)
Reply With Quote #247

Fixed, thanks.
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tonykaram1993
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Old 11-07-2013 , 21:46   Re: [Dyn Native] ColorChat v0.3.2 (04 jul 2013)
Reply With Quote #248

Connor can you please check this? It seems that the problem exists only on amxmodx 1.8.2 when the stock is used. On amxmodx 1.8.3 it all works fine. To see the problem, check the chat messages in the screenshot 1 (don't mind screenshot 2). If you want more information, check previous comments.

I could not reproduce those problems myself but that guy seems to have them.

Thank you!
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Last edited by tonykaram1993; 11-07-2013 at 21:48.
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ConnorMcLeod
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Old 11-08-2013 , 00:46   Re: [Dyn Native] ColorChat v0.3.2 (04 jul 2013)
Reply With Quote #249

I doubt it is related to colorchat stock, this guy seems to have random problems, don't even understand what is the problem he is talking about.
If you have a concrete example you can reproduce (that doesn't require to install your plugin), tell me.
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tonykaram1993
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Old 11-08-2013 , 00:53   Re: [Dyn Native] ColorChat v0.3.2 (04 jul 2013)
Reply With Quote #250

Sounds good. Thank you.
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Old 11-11-2013, 01:19
LordOfNothing
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