Ertzel Posted July 24, 2010 Author Share Posted July 24, 2010 **[Updated with some of Robins suggestions]****[Added another step]****[Updated with Tylian colored tags]**Ok, so this tutorial will let you add [GM] before your Moderator/Mappers names ingame and in the chat, and [DEV] Before you DEVs/Admins names ingame and in the chat. The thing is, this does not actually add the tag to your character it only appears as it does. This way it doesn't screw up player files when you make someone an Admin or kick them from Admin. It also auto-updates if their access changes.If you want to change the tags to something else just replace [GM] and [DEV] with something else.Here is a preview of what it does.As you can see, my name is still Ertzel but it has the [DEV] tag before it. So when players want to send you a personal message they don't need to include the tag.All of the Chat parts are Source, and the in-game parts are client so first we will start with the chat…**- Server -**In modPlayer go to the bottom and add```Public Function GetPlayerTag(ByVal index As Long) As String  Select Case GetPlayerAccess(index)    Case ADMIN_MONITOR, ADMIN_MAPPER      GetPlayerTag = "[GM] "    Case ADMIN_DEVELOPER, ADMIN_CREATOR      GetPlayerTag = "[Dev] "    Case Else      GetPlayerTag = " "  End SelectEnd Function```In modHandleData replace all of this sub```Private Sub HandleEmoteMsg(ByVal Index As Long, ByRef Data() As Byte, ByVal StartAddr As Long, ByVal ExtraVar As Long)```with this```Private Sub HandleEmoteMsg(ByVal index As Long, ByRef Data() As Byte, ByVal StartAddr As Long, ByVal ExtraVar As Long)  Dim Msg As String  Dim I As Long  Dim Buffer As clsBuffer  Set Buffer = New clsBuffer  Buffer.WriteBytes Data()  Msg = Buffer.ReadString  ' Prevent hacking  For I = 1 To Len(Msg)    If AscW(Mid$(Msg, I, 1)) < 32 Or AscW(Mid$(Msg, I, 1)) > 126 Then      Exit Sub    End If  Next  Call AddLog("Map #" & GetPlayerMap(index) & ": " & GetPlayerName(index) & " " & Msg, PLAYER_LOG)  Call MapMsg(GetPlayerMap(index), GetPlayerTag(index) & GetPlayerName(index) & " " & Right$(Msg, Len(Msg) - 1), EmoteColor)  Set Buffer = NothingEnd Sub```In modServerTCP replace```Sub SayMsg_Map(ByVal MapNum As Long, ByVal Index As Long, ByVal message As String, ByVal saycolour As Long)```and```Sub SayMsg_Global(ByVal Index As Long, ByVal message As String, ByVal saycolour As Long)```With this```Sub SayMsg_Map(ByVal MapNum As Long, ByVal index As Long, ByVal message As String, ByVal saycolour As Long)  Dim Buffer As clsBuffer  Set Buffer = New clsBuffer  Buffer.WriteLong SSayMsg  Buffer.WriteString GetPlayerName(index)  Buffer.WriteLong GetPlayerAccess(index)  Buffer.WriteLong GetPlayerPK(index)  Buffer.WriteString message  Buffer.WriteString "[Map] " & GetPlayerTag(index)  Buffer.WriteLong saycolour  SendDataToMap MapNum, Buffer.ToArray()  Set Buffer = NothingEnd SubSub SayMsg_Global(ByVal index As Long, ByVal message As String, ByVal saycolour As Long)  Dim Buffer As clsBuffer  Set Buffer = New clsBuffer  Buffer.WriteLong SSayMsg  Buffer.WriteString GetPlayerName(index)  Buffer.WriteLong GetPlayerAccess(index)  Buffer.WriteLong GetPlayerPK(index)  Buffer.WriteString message  Buffer.WriteString "[Global]" & GetPlayerTag(index)  Buffer.WriteLong saycolour  SendDataToAll Buffer.ToArray()  Set Buffer = NothingEnd Sub```Now for the Client side…**- Client -**In modText replace all of```Public Sub DrawPlayerName(ByVal Index As Long)```with this```Public Sub DrawPlayerName(ByVal Index As Long)  Dim TextX As Long  Dim TextY As Long  Dim color As Long  Dim sTag As String  ' Check access level  If GetPlayerPK(Index) = NO Then    Select Case GetPlayerAccess(Index)      Case 0        color = RGB(255, 96, 0)        sTag = vbNullString      Case 1        color = QBColor(DarkGrey)        sTag = "[GM] "      Case 2        color = QBColor(Cyan)        sTag = "[GM] "      Case 3        color = QBColor(BrightGreen)        sTag = "[DEV] "      Case 4        color = QBColor(Yellow)        sTag = "[DEV] "    End Select  Else    color = QBColor(BrightRed)  End If  If GetPlayerSprite(Index) < 1 Or GetPlayerSprite(Index) > NumCharacters Then    TextX = ConvertMapX(GetPlayerX(Index) * PIC_X) + Player(Index).XOffset + (PIC_X \ 2) - getWidth(TexthDC, (Trim$(sTag & GetPlayerName(Index))))    TextY = ConvertMapY(GetPlayerY(Index) * PIC_Y) + Player(Index).YOffset - 16  Else    TextX = ConvertMapX(GetPlayerX(Index) * PIC_X) + Player(Index).XOffset + (PIC_X \ 2) - getWidth(TexthDC, (Trim$(sTag & GetPlayerName(Index))))    TextY = ConvertMapY(GetPlayerY(Index) * PIC_Y) + Player(Index).YOffset - (DDSD_Character(GetPlayerSprite(Index)).lHeight) + 16  End If  Call DrawText(TexthDC, TextX, TextY, sTag & GetPlayerName(Index), color)End Sub```If you want your GM/DEV tags to have their own color different from the players name replace all of```Public Sub DrawPlayerName(ByVal Index As Long)```with this```Public Sub DrawPlayerName(ByVal Index As Long)  Dim TextX As Long  Dim TextY As Long  Dim Color As Long  Dim Tag As String  Dim TagWidth As Long  Dim TagColor As Long  ' Check access level  If GetPlayerPK(Index) = NO Then    Select Case GetPlayerAccess(Index)      Case 0        color = RGB(255, 96, 0)        Tag = vbNullString      Case 1        color = QBColor(DarkGrey)        Tag = "[GM] "        TagColor = QBColor(Red)      Case 2        color = QBColor(Cyan)        Tag = "[GM] "        TagColor = QBColor(Red)      Case 3        color = QBColor(BrightGreen)        Tag = "[DEV] "        TagColor = QBColor(Blue)      Case 4        color = QBColor(Yellow)        Tag = "[DEV] "        TagColor = QBColor(Blue)    End Select  Else    color = QBColor(BrightRed)  End If  If GetPlayerSprite(Index) < 1 Or GetPlayerSprite(Index) > NumCharacters Then    TextX = ConvertMapX(GetPlayerX(Index) * PIC_X) + Player(Index).XOffset + (PIC_X \ 2) - getWidth(TexthDC, (Trim$(GetPlayerName(Index))))    TextY = ConvertMapY(GetPlayerY(Index) * PIC_Y) + Player(Index).YOffset - 16  Else    ' Determine location for text    TextX = ConvertMapX(GetPlayerX(Index) * PIC_X) + Player(Index).XOffset + (PIC_X \ 2) - getWidth(TexthDC, (Trim$(GetPlayerName(Index))))    TextY = ConvertMapY(GetPlayerY(Index) * PIC_Y) + Player(Index).YOffset - (DDSD_Character(GetPlayerSprite(Index)).lHeight) + 16  End If  If GetPlayerAccess(Index) > ADMIN_MONITOR Then    TagWidth = getWidth(TexthDC, Tag)    TextX = TextX + TagWidth    Call DrawText(TexthDC, TextX - TagWidth * 2, TextY, Tag, TagColor)  End If  ' Draw name  Call DrawText(TexthDC, TextX, TextY, GetPlayerName(Index), Color)End Sub```(Coded by Tylian)I have tested all of this and it works in EO as you can see in the screenshot at the top of the post.(This is my first Source Tutorial so sorry if I missed anything) Link to comment Share on other sites More sharing options...
Robin Posted July 24, 2010 Share Posted July 24, 2010 Not bad. Your nesting is completely wrong, however. It should be like this:```If [condition] then  ' nested codeelse  ' nested codeend if```Here are some improvements to your actual code. You've got the same code over and over again which generates the player's dev tag. Make it a centralised function.```Public Function GetPlayerTag() As StringSelect Case GetPlayerAccess(Index)  Case ADMIN_MONITOR, ADMIN_MAPPER    GetPlayerTag = "[GM] "  Case ADMIN_DEVELOPER, ADMIN_CREATOR    GetPlayerTag = "[Dev] "  Case Else    GetPlayerTag = " "End SelectEnd Function``````MapMsg GetPlayerMap(Index), GetPlayerTag(index) & GetPlayerName(Index) & " " & Right$(Msg, Len(Msg) - 1), EmoteColor```You've really made a mess of DrawPlayerName, too. ;oHere's a better procedure.```Public Sub DrawPlayerName(ByVal Index As Long)  Dim TextX As Long  Dim TextY As Long  Dim color As Long  Dim sTag As String  ' Check access level  If GetPlayerPK(Index) = NO Then    Select Case GetPlayerAccess(Index)      Case 0        color = RGB(255, 96, 0)        sTag = vbNullString      Case 1        color = QBColor(DarkGrey)        sTag = "[GM] "      Case 2        color = QBColor(Cyan)        sTag = "[GM] "      Case 3        color = QBColor(BrightGreen)        sTag = "[DEV] "      Case 4        color = QBColor(Yellow)        sTag = "[DEV] "    End Select  Else    color = QBColor(BrightRed)  End If  If GetPlayerSprite(Index) < 1 Or GetPlayerSprite(Index) > NumCharacters Then    TextX = ConvertMapX(GetPlayerX(Index) * PIC_X) + Player(Index).XOffset + (PIC_X \ 2) - getWidth(TexthDC, (Trim$(sTag & GetPlayerName(Index))))    TextY = ConvertMapY(GetPlayerY(Index) * PIC_Y) + Player(Index).YOffset - 16  Else    TextX = ConvertMapX(GetPlayerX(Index) * PIC_X) + Player(Index).XOffset + (PIC_X \ 2) - getWidth(TexthDC, (Trim$(sTag & GetPlayerName(Index))))    TextY = ConvertMapY(GetPlayerY(Index) * PIC_Y) + Player(Index).YOffset - (DDSD_Character(GetPlayerSprite(Index)).lHeight) + 16  End If  Call DrawText(TexthDC, TextX, TextY, sTag & GetPlayerName(Index), color)End Sub```I quickly edited all this in notepad, so I have no idea if it'll work by just copying & pasting it, but it should. Link to comment Share on other sites More sharing options...
Ertzel Posted July 24, 2010 Author Share Posted July 24, 2010 Ok, I updated the client side stuff to the way you said because it is a lot cleaner. Also updated the Sub SayMsg_Map and Sub SayMsg_Global in the server with a cleaner code.When I tried to add in the GetPlayerTag and the MapMsg with your code I was getting Type Missmatch errors so I left my old code in for now because I couldn't find the problem. Link to comment Share on other sites More sharing options...
Robin Posted July 24, 2010 Share Posted July 24, 2010 _Please_ sort out your nesting. Your code is unreadable.Where did you get the mismatch error? Link to comment Share on other sites More sharing options...
Ertzel Posted July 24, 2010 Author Share Posted July 24, 2010 @Robin:> _Please_ sort out your nesting. Your code is unreadable.Ok, what do you mean…@Robin:> Where did you get the mismatch error?Ok, I got it to work using this..```Private Sub HandleEmoteMsg(ByVal Index As Long, ByRef Data() As Byte, ByVal StartAddr As Long, ByVal ExtraVar As Long)  Dim Msg As String  Dim I As Long  Dim Buffer As clsBuffer  Set Buffer = New clsBuffer  Buffer.WriteBytes Data()  Msg = Buffer.ReadString  ' Prevent hacking  For I = 1 To Len(Msg)    If AscW(Mid$(Msg, I, 1)) < 32 Or AscW(Mid$(Msg, I, 1)) > 126 Then      Exit Sub    End If  Next  Call AddLog("Map #" & GetPlayerMap(Index) & ": " & GetPlayerName(Index) & " " & Msg, PLAYER_LOG)    Select Case GetPlayerAccess(Index)    Case ADMIN_MONITOR, ADMIN_MAPPER      Call MapMsg(GetPlayerMap(Index), "[GM] " & GetPlayerName(Index) & " " & Right$(Msg, Len(Msg) - 1), EmoteColor)    Case ADMIN_DEVELOPER, ADMIN_CREATOR      Call MapMsg(GetPlayerMap(Index), "[DEV] " & GetPlayerName(Index) & " " & Right$(Msg, Len(Msg) - 1), EmoteColor)    Case Else      Call MapMsg(GetPlayerMap(Index), GetPlayerName(Index) & " " & Right$(Msg, Len(Msg) - 1), EmoteColor)  End Select  Set Buffer = NothingEnd Sub``` Link to comment Share on other sites More sharing options...
Robin Posted July 24, 2010 Share Posted July 24, 2010 I already posted an example of how to do your nesting.Also, that's all very well and good, but the function I posted is much better.Just change the header to GetPlayerTag(byval index as long) Link to comment Share on other sites More sharing options...
Ertzel Posted July 24, 2010 Author Share Posted July 24, 2010 Whats the point of adding a whole other Function and a call for it when u can just take the code in that function and add it into the chat sending…And you posted saying to use what I am using, just with no Elfishs which will just lead to more codes..Also I took out all that stuff and used the Select Case now to make it better, I have them in the middle of the code because its all to do with sending packets and I didn't want to change the order of anything... Link to comment Share on other sites More sharing options...
emblem Posted July 24, 2010 Share Posted July 24, 2010 I basically already did this for my game.Although I never use the DEV one, it's ugly. xD(see attachements. :p)Ertzel, Robin has a point. If your adding the tag to every chat message sent, that's repeating ALOT of code.If you just used Robins function, and something like this:> Call MapMsg(GetPlayerMap(Index), **GetPlayerTag(Index)** & GetPlayerName(Index) & " " & Right$(Msg, Len(Msg) - 1), EmoteColor)It's alot better than a giant select case in every social packet sub.**Edit:**Code from mine if you want it. Replace DrawPlayerName with:```Public Sub DrawPlayerName(ByVal Index As Long)  Dim TextX As Long  Dim TextY As Long  Dim Color As Long  Dim Tag As String  Dim TagWidth As Long  Dim TagColor As Long  ' Check access level  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)        TagColor = QBColor(Blue)        Tag = "DEV"      Case 3        Color = QBColor(BrightGreen)        TagColor = QBColor(Blue)        Tag = "DEV"      Case 4        Color = QBColor(Yellow)        TagColor = QBColor(BrightRed)        Tag = "GM"    End Select  Else    Color = QBColor(BrightRed)  End If  If GetPlayerSprite(Index) < 1 Or GetPlayerSprite(Index) > NumCharacters Then    TextX = ConvertMapX(GetPlayerX(Index) * PIC_X) + Player(Index).XOffset + (PIC_X \ 2) - getWidth(TexthDC, (Trim$(GetPlayerName(Index))))    TextY = ConvertMapY(GetPlayerY(Index) * PIC_Y) + Player(Index).YOffset - 16  Else    ' Determine location for text    TextX = ConvertMapX(GetPlayerX(Index) * PIC_X) + Player(Index).XOffset + (PIC_X \ 2) - getWidth(TexthDC, (Trim$(GetPlayerName(Index))))    TextY = ConvertMapY(GetPlayerY(Index) * PIC_Y) + Player(Index).YOffset - (DDSD_Character(GetPlayerSprite(Index)).lHeight) + 16  End If  If GetPlayerAccess(Index) > ADMIN_MONITOR Then    TagWidth = getWidth(TexthDC, Tag)    TextX = TextX + TagWidth    Call DrawText(TexthDC, TextX - TagWidth * 2, TextY, Tag, TagColor)  End If  ' Draw name  Call DrawText(TexthDC, TextX, TextY, GetPlayerName(Index), Color)End Sub``` Link to comment Share on other sites More sharing options...
Ertzel Posted July 24, 2010 Author Share Posted July 24, 2010 Ohh ok, Never mind, I he was talking about something else, and I didn't see the fix for the GetPlayerTag function…The first post as been changed to add the GetPlayerTag in to use up less code.Off topic...Tylian why is your highest rank a GM? o.O Link to comment Share on other sites More sharing options...
SholT Posted March 14, 2012 Share Posted March 14, 2012 This script be work on EE 2.7? Link to comment Share on other sites More sharing options...
Justn Posted March 14, 2012 Share Posted March 14, 2012 No… Stop using EE it is outdated trust me.. you will not get any of these tutorials to work for EE and nobody will beable to help you cause nobody uses Eclipse evolution... Link to comment Share on other sites More sharing options...
harrison858 Posted March 28, 2012 Share Posted March 28, 2012 Any idea how the text is being drawn so far away from the sprite? :/Here's my Client-side sub:```Public Sub DrawPlayerName(ByVal Index As Long)  Dim TextX As Long  Dim TextY As Long  Dim color As Long  Dim Tag As String  Dim TagWidth As Long  Dim TagColor As Long  ' Check access level  If GetPlayerPK(Index) = NO Then    Select Case GetPlayerAccess(Index)      Case 0        color = RGB(255, 96, 0)        Tag = vbNullString      Case 1        color = QBColor(DarkGrey)        Tag = "[s] "        TagColor = QBColor(White)      Case 2        color = QBColor(DarkGrey)        Tag = "[s] "        TagColor = QBColor(Cyan)      Case 3        color = QBColor(DarkGrey)        Tag = "[s] "        TagColor = QBColor(Yellow)      Case 4        color = QBColor(Yellow)        Tag = "[s] "        TagColor = QBColor(BrightRed)    End Select  Else    color = QBColor(BrightRed)  End If  If GetPlayerSprite(Index) < 1 Or GetPlayerSprite(Index) > NumCharacters Then    TextX = ConvertMapX(GetPlayerX(Index) * PIC_X) + Player(Index).XOffset + (PIC_X \ 2) - getWidth(TexthDC, (Trim$(GetPlayerName(Index))))    TextY = ConvertMapY(GetPlayerY(Index) * PIC_Y) + Player(Index).YOffset - 16  Else    ' Determine location for text    TextX = ConvertMapX(GetPlayerX(Index) * PIC_X) + Player(Index).XOffset + (PIC_X \ 2) - getWidth(TexthDC, (Trim$(GetPlayerName(Index))))    TextY = ConvertMapY(GetPlayerY(Index) * PIC_Y) + Player(Index).YOffset - (DDSD_Character(GetPlayerSprite(Index)).lHeight) + 16  End If  If GetPlayerAccess(Index) > ADMIN_MONITOR Then    TagWidth = getWidth(TexthDC, Tag)    TextX = TextX + TagWidth    Call DrawText(TexthDC, TextX - TagWidth * 2, TextY, Tag, TagColor)  End If  ' Draw name  Call DrawText(TexthDC, TextX, TextY, GetPlayerName(Index), color)End SubHelp is greatly appreciated :embarrassed:[/s][/s][/s][/s]``` Link to comment Share on other sites More sharing options...
dynamixcore Posted June 18, 2012 Share Posted June 18, 2012 Also have this issue.. text is drawn way to far above toon. Link to comment Share on other sites More sharing options...
Alatar Posted June 18, 2012 Share Posted June 18, 2012 @DimenXion:> Any idea how the text is being drawn so far away from the sprite? :/> If GetPlayerSprite(Index) < 1 Or GetPlayerSprite(Index) > NumCharacters Then> Â Â Â Â TextX = ConvertMapX(GetPlayerX(Index) * PIC_X) + Player(Index).XOffset + (PIC_X \ 2) - getWidth(TexthDC, (Trim$(GetPlayerName(Index))))> Â Â Â Â TextY = ConvertMapY(GetPlayerY(Index) * PIC_Y) + Player(Index).YOffset - 16> Â Â Else> Â Â Â Â ' Determine location for text> Â Â Â Â TextX = ConvertMapX(GetPlayerX(Index) * PIC_X) + Player(Index).XOffset + (PIC_X \ 2) - getWidth(TexthDC, (Trim$(GetPlayerName(Index))))> Â Â Â Â **TextY = ConvertMapY(GetPlayerY(Index) * PIC_Y) + Player(Index).YOffset - (DDSD_Character(GetPlayerSprite(Index)).lHeight) + 16**> Â Â End IfThat determines the Y-Axis for the drawname. Link to comment Share on other sites More sharing options...
Baltazar13 Posted January 18, 2013 Share Posted January 18, 2013 I have this problem.[attachment=484:Bez názvu.png]and change number at Y axis is it not.please help thx. Link to comment Share on other sites More sharing options...
egemert35 Posted April 13, 2013 Share Posted April 13, 2013 If your name so away from your character.Try this.Search:```Public Sub DrawPlayerName(ByVal Index As Long)```Delete sub and paste;```Public Sub DrawPlayerName(ByVal Index As Long)Dim TextX As LongDim TextY As LongDim Color As LongDim sTag As String' Check access levelIf GetPlayerPK(Index) = NO ThenSelect Case GetPlayerAccess(Index)Case 0Color = RGB(255, 96, 0)sTag = vbNullStringCase 1Color = QBColor(BrightCyan)sTag = "[Gm.1] "Case 2Color = QBColor(BrightCyan)sTag = "[Gm.2] "Case 3Color = QBColor(BrightGreen)sTag = "[Gm.3] "Case 4Color = RGB(150, 52, 226)sTag = "[DEV] "End SelectElseColor = QBColor(BrightRed)End IfIf GetPlayerSprite(Index) < 1 Or GetPlayerSprite(Index) > NumCharacters ThenTextX = ConvertMapX(GetPlayerX(Index) * PIC_X) + Player(Index).XOffset + (PIC_X \ 2) - getWidth(TexthDC, (Trim$(sTag & GetPlayerName(Index))))TextY = ConvertMapY(GetPlayerY(Index) * PIC_Y) + Player(Index).YOffset - 128ElseTextX = ConvertMapX(GetPlayerX(Index) * PIC_X) + Player(Index).XOffset + (PIC_X \ 2) - getWidth(TexthDC, (Trim$(sTag & GetPlayerName(Index))))TextY = ConvertMapY(GetPlayerY(Index) * PIC_Y) + Player(Index).YOffset - (DDSD_Character(GetPlayerSprite(Index)).lHeight) + 128End IfCall DrawText(TexthDC, TextX, TextY, sTag & GetPlayerName(Index), Color)End Sub``` Link to comment Share on other sites More sharing options...
Baltazar13 Posted July 8, 2013 Share Posted July 8, 2013 > If your name so away from your character.> > Try this.> > Search:> > ```> Public Sub DrawPlayerName(ByVal Index As Long)> > ```> Delete sub and paste;> ```> Public Sub DrawPlayerName(ByVal Index As Long)> Dim TextX As Long> Dim TextY As Long> Dim Color As Long> Dim sTag As String> > ' Check access level> If GetPlayerPK(Index) = NO Then> > Select Case GetPlayerAccess(Index)> Case 0> Color = RGB(255, 96, 0)> sTag = vbNullString> Case 1> Color = QBColor(BrightCyan)> sTag = "[Gm.1] "> Case 2> Color = QBColor(BrightCyan)> sTag = "[Gm.2] "> Case 3> Color = QBColor(BrightGreen)> sTag = "[Gm.3] "> Case 4> Color = RGB(150, 52, 226)> sTag = "[DEV] "> End Select> > Else> Color = QBColor(BrightRed)> End If> > If GetPlayerSprite(Index) < 1 Or GetPlayerSprite(Index) > NumCharacters Then> TextX = ConvertMapX(GetPlayerX(Index) * PIC_X) + Player(Index).XOffset + (PIC_X \ 2) - getWidth(TexthDC, (Trim$(sTag & GetPlayerName(Index))))> TextY = ConvertMapY(GetPlayerY(Index) * PIC_Y) + Player(Index).YOffset - 128> Else> TextX = ConvertMapX(GetPlayerX(Index) * PIC_X) + Player(Index).XOffset + (PIC_X \ 2) - getWidth(TexthDC, (Trim$(sTag & GetPlayerName(Index))))> TextY = ConvertMapY(GetPlayerY(Index) * PIC_Y) + Player(Index).YOffset - (DDSD_Character(GetPlayerSprite(Index)).lHeight) + 128> End If> > Call DrawText(TexthDC, TextX, TextY, sTag & GetPlayerName(Index), Color)> End Sub> > ```Thx. It works :) Link to comment Share on other sites More sharing options...
Zukape Posted July 25, 2013 Share Posted July 25, 2013 (edited) ... Edited November 12, 2023 by Zukape Link to comment Share on other sites More sharing options...
Santini Posted July 25, 2013 Share Posted July 25, 2013 Can you tell us what error it is giving you? Link to comment Share on other sites More sharing options...
Zukape Posted July 25, 2013 Share Posted July 25, 2013 (edited) ... Edited November 12, 2023 by Zukape Link to comment Share on other sites More sharing options...
Santini Posted July 25, 2013 Share Posted July 25, 2013 The error is happening because the NumCharacters variable does not exist, is under different name or have you spelled it correctly?Can you post the original draw player name sub? Link to comment Share on other sites More sharing options...
Zukape Posted July 25, 2013 Share Posted July 25, 2013 (edited) ... Edited November 12, 2023 by Zukape Link to comment Share on other sites More sharing options...
Santini Posted July 25, 2013 Share Posted July 25, 2013 OK, you need to change NumCharacters to Count_Char. Link to comment Share on other sites More sharing options...
Zukape Posted July 25, 2013 Share Posted July 25, 2013 (edited) ... Edited November 12, 2023 by Zukape Link to comment Share on other sites More sharing options...
Santini Posted July 25, 2013 Share Posted July 25, 2013 Remove the full stop from the end. Link to comment Share on other sites More sharing options...
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