Can someone confirm this actually works?
quest::we(colorid, "Text") - Server wide emote. I have not been able to get this to work on my server. Thanks. |
Try this example:
Code:
quest::we(15, "Testing!"); |
My text is a bit longer, but otherwise identical:
Code:
quest::we(15, "You sense the ring has been found. It is now in the vicinity of $zoneln."); |
it did work. maybe due to language being implemented with some things such as this not being updated.
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Quote:
You sense the ring has been found. It is now in the vicinity of $zoneln.? at a quick glance, i think you need to have it Code:
quest::we(15, "You sense the ring has been found. It is now in the vicinity of ".$zoneln."."); pls correct if i'm wrong. |
Variables work inside quotes.
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I stand corrected.
Thanks joligario. |
Quote:
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I know this is sort of getting away from the topic of this post, but how are you calling the emote?
When I run it with a simple say event it works fine. I get the yellow text immediately. Granted I haven't tried it with anything else, but just curious as to how you are calling it. Code:
sub EVENT_SAY { |
I have tried it with both a simple EVENT_SAY and an EVENT_ENTERZONE. Each one contains other quest functions that are at the same level as the emote. They all work fine, just not the emote.
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I experimented a bit with this, and it appears that the functions in the event work only up to the quest::we() function. Then functionality stops. E.g., in the following, the "say" function works (the "we" function does not):
sub EVENT_SAY { if($text=~/hail/i) { quest::say("Hi there"); quest::we(15, "Testing!"); } } But in the following example, neither one works (i.e., the "we" function prevents the rest of it from working): sub EVENT_SAY { if($text=~/hail/i) { quest::we(15, "Testing!"); quest::say("Hi there"); } } |
The new World and Zone emote quest commands were added quite a while ago and work fine. Which version of the server code are you running currently?
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Quote:
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Does Eqemu23 sound right?
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LOL no, it would be something like EQEmu 0.7.0.1129 Revision 559 for the current version.
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You mean revision 459. ;)
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Yeah, sorry, typo. But I think it still gives the info he is supposed to be looking for :P
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Where would I look to find the version number?
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Do you remember where you got the server code from? It will say right where you got it at.
Either that, or look in the changelog.txt file and post the last update in that file. The date there should make it possible to figure out which version you are running. |
The server code came with my PEQ DB I believe. The latest change code is:
EQEMu Changelog (Started on Sept 24, 2003 15:50) ------------------------------------------------------- ==10/12/2008 Derision: No more binding wounds while feigning death. Derision: (Rocker8956) Movegrp quest command fix. Derision: (LeftRoad) TEMPORARY(NORENT) items in a character inventory will be retained if you log back into that character within 30 minutes. |
That explains why you are missing a ton of the newer stuff. That is revision 89 here:
http://code.google.com/p/projecteqem...pec=svn89&r=89 We are at revision 460+ atm, so you are missing at least a few hundred changes :P |
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Yeah, that is the latest version. You could also just get the binaries that were updated today here:
http://code.google.com/p/projecteqemu/downloads/list If you are running Windows, this will keep you from having to compile it yourself if that is an issue for you. |
I may not be doing this correctly. The server code I installed before was part of the PEQ install kit, so this is a bit different procedure than I have used before. So, from the linked page, I downloaded Rev460-Bots.zip, unzipped it, and it appeared to contain folders and files that should go directly in the root or my EQEMU folder, so that's where I put them (overwriting the old ones). But this made no difference in the quest::we(); issue I am having.
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When you update your server code, you also have to make sure to update all of the required SQL changes to be current as well. I am surprised your server would start at all without doing that.
Yeah, you basically just overwrite anything existing in that folder with the new files. But, if your server isn't having other issues after doing that, then maybe you didn't do something correctly. Those quest commands shouldn't require any SQL changes for them to work, but the server itself definitely will. If you are starting with a fresh PEQ DB, you can just update to the latest one by using their new SVN as described on their forums. If you are using a database that you have already made some changes to, then you will want to update all of the SQL updates yourself. You can find most of the SQL update stuff mentioned in the changelog.txt file. Just start from the date where your server code was from before and read upwards and add the SQL noted in each change in chronological order. Either that, or PEQ may have more updated server packs, but I don't really know much about that as I have never used them. |
Quick question: the changelog makes many references to sql stated in this way:
Required SQL: utils/sql/svn/*.sql Where are these located? I've done searches of my computer can can find them nowhere. |
You can get them from the SVN if you download the source code using TortoiseSVN. Here is a link to the source code page:
http://code.google.com/p/projecteqemu/source/list And here are instructions to setup the SVN download of the source: http://code.google.com/p/projecteqemu/source/checkout And some info about getting Tortoise setup if you want to use that for checking out: http://code.google.com/p/projecteqem...mittingwithSVN |
Thanks Trevius. It looks like I've got my work cut out for me. I ran all the SQL statements that were in the changelog, but skipped the SVN ones. I guess I'll need to re-do everything in order because the server can no longer locate the zones when I try to enter the world from the character-select screen.
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