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say2 functionality
How would you do
#u, #d, #l, #r, or #i() for say2() in gs2 is what I'm wondering. |
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Well, they're not in the wiki at all, and I had trouble getting #i to work. Also, is there any way to to turn off a say2?
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say2("#u #d #l #r #i(image.png)") should work fine.
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say2("#i(" @ npcs[i].image @ ") Item:" SPC npcs[i].itemname NL "Price:" SPC npcs[i].price); Because that looks a bit uglyish/hacking |
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... Are you afraid of people hacking a say2? Just think of the power they could gain over the server! |
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The #i message code is for signs only, there are two versions:
#i(filename) - displays an image #i(filename,x,y,width,height) - displays part of an image (like setimgpart) On clientside you can use say2, but it is recommended to use say and say2 on serverside only. It means less data that needs to be sent to the client, you can use all serverside variables, you can use the translation system (currently on Kingdoms, but sometime soon also on Era), and the 'lag' between touching the npc and receiving the sign text is really low, especially in new scripting engine. I don't see any problem with the say command, just use it on serverside. |
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