COMMITTED: quest::voicetell(charactername, macronum)
This command sends a voice message to the target player from the NPC.
It uses the same index that clients use for voice tells. This makes for some interesting custom content, such as NPCs that yell at you, or making your greeter NPCs a little more friendly. Edited the diff, please let me know if it still works. :P Diff @ 919: Code:
Index: perlparser.cpp Example: quest::voicetell($name, 1); -- Will send a voice tell message to the person who triggered voicetell, with the voice emote of "Agree" |
Wow, awesome idea! Never even thought of something like this. Will definitely make things more interesting to be walking past an NPC and he yells at you trying to get your attention. Kinda like EQ2 ;)
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Yeah, that definitely opens up some options for custom content :)
I would suggest adding 2 more fields to that for Race and Gender instead of doing this: Code:
svm->Voice = (GetArrayRace(From->GetRace()) * 2) + From->GetGender(); Code:
svm->Voice = (GetArrayRace(in_race) * 2) + in_gender; Other than that, there is only 1 more thing I think we need to work out on this; The messages that the client shows when a voice macro is sent. I am not even sure if it is possible to create the audio sound without triggering the tell, group, or raid messages, but I definitely think it is worth playing around with filling in the structure with different things to try it. Last night, I had Secrets try sending a type of 0, since 1 is tell, 2 is group and 3 is raid, but he said that just gave no result at all. I am probably going to play around with this a bit and see if there is anyway to trick adjust that packet so it sends the sound without sending the message. Basically, I want it to work like when you click the "test" button in the voice macro window, where you just hear the sound and no message is sent. Maybe if we changed the type field to 4 it would do it, or maybe one of the other fields in the struct can cause it to not display the message. I thought for sure that there used to be a way to trigger the voice macro without sending the message. So, when someone was doing a pull, they could have their normal pull hotkey message and then trigger any audio they wanted to go with that, without having to send a second message to the group/raid. It has been years since I actually played with it though, so maybe I am making that up, lol. Anyway, this is definitely a cool option, and I think it has a lot of potential to add more diversity for people who actually play with sound turned on :) |
I added two other parameters to this today, as requested by Trevius. (and it only makes sense that we have them available.)
Updated diff, apply this after the other one :x edit: gotta fix the diff. |
Diff @ r921
Code:
Index: perlparser.cpp |
Do you have a list of voice emotes?
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Quote:
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Should this be moved to custom code, or is it good enough to commit it?
I've been using this and the only thing it needs is a null pointer check for (!Target), incase of invis GMs. Other than that, it works fine. |
I'll commit it shortly.
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Just looking at it now, do we really need the ability to send the VoiceTell from a quest to a player in another zone ?
If not, then we can just do an entity_list.GetClientByName and send an OP_VoiceMacroOut directly to them in the current zone, rather than shipping a packet off to world. |
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I don't think for this specific command we'd need to send a packet off to world. |
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