Jump to content

ZeratuelX

Members
  • Posts

    5
  • Joined

  • Last visited

    Never
  • Donations

    0.00 GBP 

ZeratuelX's Achievements

Newbie

Newbie (1/3)

0

Reputation

  1. Not quite, but closer. If you've played on some servers like Undamed or Eternion you'll know what I'm talking about. It's not really a channel, its more like a global announce in a way. Except its a different announce than the .announce command. It works kinda like this: Player "Someone" types: "/o Hi all!" Output to all players in world: "[World][someone]: Hi all!" /o is just an example of a text channel we could replace. Officer chat seems like the most common to replace for this type of feature.
  2. I already figured this part out, this was not my question. I wish to know how to edit the core to modify already existing chats into a World Chat via code.
  3. Does anyone know how to do this or have any ideas?
  4. I am looking to implement a feature for world chat into my server but am unsure how to go about doing this. I have found guides for what I would like to accomplish, but they are for ArcEmu and the code is so different that they are nearly inapplicable. I would prefer not to use channels (general, lfg, /1, etc.) and maybe use officer chat like I have seen done on a few servers if possible. Does anyone know how to make a feature like this? ----- Also, as a side note: does anyone know how to change the format of the .announce command? I don't want it to be red and I want to add the GMs name who announced it.
  5. I have no idea how to fix it now, but I have located it in the newer revisions of MaNGOS: debugcmds.cpp //Play sound bool ChatHandler::HandleDebugPlaySoundCommand(const char* args) { // USAGE: .debug playsound #soundid // #soundid - ID decimal number from SoundEntries.dbc (1st column) if( !*args ) { SendSysMessage(LANG_BAD_VALUE); SetSentErrorMessage(true); return false; } uint32 dwSoundId = atoi((char*)args); if(!sSoundEntriesStore.LookupEntry(dwSoundId)) { PSendSysMessage(LANG_SOUND_NOT_EXIST, dwSoundId); SetSentErrorMessage(true); return false; } Unit* unit = getSelectedUnit(); if(!unit) { SendSysMessage(LANG_SELECT_CHAR_OR_CREATURE); SetSentErrorMessage(true); return false; } if(m_session->GetPlayer()->GetSelection()) unit->PlayDistanceSound(dwSoundId,m_session->GetPlayer()); else unit->PlayDirectSound(dwSoundId,m_session->GetPlayer()); PSendSysMessage(LANG_YOU_HEAR_SOUND, dwSoundId); return true; }
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Privacy Policy Terms of Use