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chuchoide

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Posts posted by chuchoide

  1. @Minikloon:

    > Hello.
    >
    > The colours are found in different locations trough the sources. I guess that if you want to change them in the chat you might as well want to change them in the map. Unless you really just want to change the colours in the chatbox, but then you'd have even more than you need anyway.  ;)
    >
    > Note that you can modify the color with any valid color function. The one I'd personally prefer (As those numbers mean something to me) is RGB(r, g, b) ([http://www.chennaiiq.com/developers/reference/visual_basic/functions/rgb.asp](http://www.chennaiiq.com/developers/reference/visual_basic/functions/rgb.asp)), simple enough isn't it?  :cheesy: There's also QBColor(color), as referenced here : [http://www.chennaiiq.com/developers/reference/visual_basic/functions/qbcolor.asp](http://www.chennaiiq.com/developers/reference/visual_basic/functions/qbcolor.asp). QBColor's constants are found in the modConstants file and goes as follow :
    >
    > In the modText file at line ~56 there's the comment ' Check access level , in the Sub DrawPlayerName(ByVal Index As Long). This function is meant to draw the player's name as you see it on the map. You will see this code under the comment :
    > ```
    > If GetPlayerPK(Index) = NO Then
    >
    >         Select Case GetPlayerAccess(Index)
    >             Case 0
    >                 color = RGB(255, 96, 0)
    >             Case 1
    >                 color = QBColor(DarkGrey)
    >             Case 2
    >                 color = QBColor(Cyan)
    >             Case 3
    >                 color = QBColor(BrightGreen)
    >             Case 4
    >                 color = QBColor(Yellow)
    >         End Select
    >
    >     Else
    >         color = QBColor(BrightRed)
    >     End If
    >
    > ```
    > I guess it's pretty intuitive.  :P (Do not forget the else statement if you want to edit admin's color.)
    >
    > Regarding your chatbox problem… It's located in file modHandleData at line ~ 2073 in the Sub HandleSayMsg(ByVal Index As Long, ByRef Data() As Byte, ByVal StartAddr As Long, ByVal ExtraVar As Long) function, who's job is to write player's stuff in the txtChat form, also known as "Chatbox". It's exactly the same code as above.
    >
    > Also note that the Sub AddText(ByVal Msg As String, ByVal color As Integer) subprocess found in the modText file at line ~283 does as different job from HandleSayMsg one, as you can judge by it's arguments. The latter is solely used to declare stuff on the chatbox, as the message of the day. It has a color argument but if you're planning on a chatbox mod system or whatever, built it in the HandleSayMsg to keep the remaining of your sources clean.
    >
    > Hope you learnt some and **HOPE I didn't say shit about your sources, Robin.**   :embarrassed:
    >
    > :rstar: :rstar: :rstar:

    Hey man, thank you very much! This is the best answer I ever got. Thanks a lot, really!
  2. Hello.
    I would want to know how I can make it so that when you start the game, the player MUST talk to the tutorial NPC before proceeding to the next map, like, you can't proceed until you talk to him.
    I can't really find a way to do it :/

    Thanks in advance.
  3. @Mr.:

    > You would need a powerful computer and a strong internet to hold 1000 players. But, no offence, I don't think an eclipse game will ever have over 30 players on at one time. The max I have seen is around 15-20.

    I've seen an Eclipse EVOLUTION game with over 100 players.
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