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Chat plugin for NWNX4?
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Urlord



Joined: 17 Nov 2006
Posts: 122

PostPosted: Wed Jan 17, 2007 16:58    Post subject: Reply with quote

Sorry for being ignorant, but can one of you give a synopsis of what this plugin does and what it could be used for?
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Grinning Fool



Joined: 12 Feb 2005
Posts: 264

PostPosted: Wed Jan 17, 2007 18:19    Post subject: Reply with quote

Very short answer: it allows a server to intercept, act upon, block and/or log all player speech including tells, shouts, party channel, dm channel, and server messages.
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FunkySwerve



Joined: 02 Jun 2005
Posts: 377

PostPosted: Thu Jan 18, 2007 1:29    Post subject: Reply with quote

It basically adds an onspeech event.
Funky
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Grinning Fool



Joined: 12 Feb 2005
Posts: 264

PostPosted: Thu Jan 18, 2007 5:56    Post subject: Reply with quote

FunkySwerve wrote:
It basically adds an onspeech event.
Funky

Wow. A short short answer Wink
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FunkySwerve



Joined: 02 Jun 2005
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PostPosted: Thu Jan 18, 2007 6:58    Post subject: Reply with quote

Lol, couldn't help it, that's how I describe it in the SIMTools page. Razz
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Urlord



Joined: 17 Nov 2006
Posts: 122

PostPosted: Thu Jan 18, 2007 18:20    Post subject: Reply with quote

So - an application of this plugin, would be to intercept and block all Party Chat and Tells from the Fugue Plane? This is what I have been looking to do.
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FunkySwerve



Joined: 02 Jun 2005
Posts: 377

PostPosted: Fri Jan 19, 2007 10:08    Post subject: Reply with quote

Yup. Take a look at SIMTools, there's something very similar, for blocking any, some, or all channels while dead. Adding an area check would be simple:

http://nwvault.ign.com/View.php?view=Scripts.Detail&id=2993

Funky
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buu



Joined: 19 Jan 2007
Posts: 2

PostPosted: Fri Jan 19, 2007 20:16    Post subject: Reply with quote

I have the same problem Grinning Fool has,

dmb_SendMessage(OBJECT_SELF, nMode, remainder);

doesn't seem to work. I'm expermenting a bit, maybe i'm doing something wrong... but i dunno. If i can get any good info i'll post it.
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Urlord



Joined: 17 Nov 2006
Posts: 122

PostPosted: Fri Jan 19, 2007 21:35    Post subject: Reply with quote

FunkySwerve wrote:
Yup. Take a look at SIMTools, there's something very similar, for blocking any, some, or all channels while dead. Adding an area check would be simple:

http://nwvault.ign.com/View.php?view=Scripts.Detail&id=2993

Funky


WOW! Are all the features of SIMTools added to this plugin?
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FunkySwerve



Joined: 02 Jun 2005
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PostPosted: Fri Jan 19, 2007 22:11    Post subject: Reply with quote

No, SIMToolsa is a scriptset that uses the plugin. The plugin designates the script that fires, and allows some new things like muting and logging, the scriptset uses that capability to add all the functions it lists.
Funky
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Urlord



Joined: 17 Nov 2006
Posts: 122

PostPosted: Fri Jan 19, 2007 23:55    Post subject: Reply with quote

FunkySwerve wrote:
No, SIMToolsa is a scriptset that uses the plugin. The plugin designates the script that fires, and allows some new things like muting and logging, the scriptset uses that capability to add all the functions it lists.
Funky


Ok - I understand that the Chat PlugIn just provides the vehicle for doing something like SIMTools. But, it appears that SIMTools is for NWN1 only. Is there a plan to make a SIMTools for NWN2?

Meanwhile, I will install the Chat PlugIn and play around with it.

Many Funky Thanks!
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Katy



Joined: 16 Jan 2007
Posts: 17

PostPosted: Fri Jan 19, 2007 23:59    Post subject: Reply with quote

Their forums say yes, once NWNx4 is finalized.

http://highergroundpoa.proboards3.com/index.cgi?board=simtools&action=display&thread=1166644461
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FunkySwerve



Joined: 02 Jun 2005
Posts: 377

PostPosted: Sat Jan 20, 2007 9:10    Post subject: Reply with quote

To elaborate, yes, especially now that I've finished the majority of work on my nwn1 pw. There's a final nwn1 update to SIMTools in the works, including around 30 new languages and a ton of new emotes and commands, and then I'll be designing a more GUI-oriented version for nwn2.
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virusman



Joined: 30 Jan 2005
Posts: 1020
Location: Russia

PostPosted: Sat Jan 20, 2007 13:47    Post subject: Reply with quote

buu wrote:
I have the same problem Grinning Fool has,

dmb_SendMessage(OBJECT_SELF, nMode, remainder);

doesn't seem to work. I'm expermenting a bit, maybe i'm doing something wrong... but i dunno. If i can get any good info i'll post it.
This function doesn't work. I'll fix it in the next build.
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Urlord



Joined: 17 Nov 2006
Posts: 122

PostPosted: Fri Feb 02, 2007 4:09    Post subject: Reply with quote

Okay - I downloaded it and I installed it (copied the two files into the NWN Install folder). I also copied the dmb_chat and chat_script. So what next?

I never used the NWN1 version so I am completely in the dark. Any guidance would be most appreciated.

EDIT
I restarted the module and the Chat Plugin initialized correctly. I then went in the game and every line spoken there was a server message that said: mode=0 to=0x00000000 str=. It never said anything different.

I am completely a noob with this plugin so please assist.
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