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AoS Emote Sounds

 
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tekproxy
Distro Developer


Joined: 06 Apr 2006
Posts: 350
Location: Nederland, Texas

PostPosted: Tue Apr 18, 2006 8:28 pm    Post subject: AoS Emote Sounds Reply with quote

[ - What is this? - ]
This package enables players to emote sounds either by using ": <emote text>" in their clients (as with normal emoting) or with a command, which is ".e text".

The 0xAD request unicode speech packet is hooked in this package, which may not be an intelligent thing to do considiering people talk all of the time, BUT the logic is very simple so it may not present any problem at all as far as slowing the server down.

NOTICE: If you wish to remove the packet hook section of this package simply delete doSpeech.src and uopacket.cfg. You'll still have access to the emote command.

Every client on your server must have an AoS client, or a client with these sounds somehow available to them. To my knowledge AoS has these but nothing else before. There are NO CHECKS made to the client version and I have no idea what it would do to older clients... probably crash them.

Available emote commands:
ah ahha applaud blownose burp cheer clear throat cough coughbs cry fart gasp giggle groan growl hey hiccup huh kiss laugh no oh oooh oops puke scream shush sigh sneeze sniff snore spit whistle yawn yea yell


[ - Example - ]
This will cause the person saying the emote and anyone that can normally read the text to hear the cheer sound:
Code:
: cheer
.e cheer



[ - Installation - ]
Just drop the package in, recompile and go. If you have another package that hooks the 0xAD packet (which is highly unlikely), you probably already know what you're doing enough to add this code into yours.


[ - CONTACT - ]
Feel free to contact me with any questions or comments.
E-mail: tekproxy@gmail.com
AIM: tekproxy



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Last edited by tekproxy on Fri Apr 21, 2006 12:35 pm; edited 5 times in total

Author Message
DevGIB



Joined: 06 Feb 2006
Posts: 93

PostPosted: Wed Apr 19, 2006 1:02 am    Post subject: Reply with quote

how hard do you recon it would be to reverse cos id be happy to do a release for pol095 or does it have stuff in it that requires pol096???

Author Message
tekproxy
Distro Developer


Joined: 06 Apr 2006
Posts: 350
Location: Nederland, Texas

PostPosted: Wed Apr 19, 2006 1:24 am    Post subject: Reply with quote

I think the problem is that I posted too quickly and wasn't thinking! Haha, it should work with any core that can PlaySoundEffect. What I meant to say is that it requires AoS (or whenever the sounds were added in, I am pretty sure it's AoS).

Author Message
DevGIB



Joined: 06 Feb 2006
Posts: 93

PostPosted: Wed Apr 19, 2006 2:58 am    Post subject: Reply with quote

haha ok... well ill give it a shot and let ya know Smile

Author Message
tekproxy
Distro Developer


Joined: 06 Apr 2006
Posts: 350
Location: Nederland, Texas

PostPosted: Thu Apr 20, 2006 2:23 am    Post subject: Reply with quote

I forgot to add in growl and to take out a debug print. I also changed the core required to 090 because all it really does is playsoundeffect. Oh and I added a readme with all of the emotes commands.

Is there a way the client normally handles these emotes? I haven't played OSI or UO much really in a long time.

Author Message
DevGIB



Joined: 06 Feb 2006
Posts: 93

PostPosted: Thu Apr 20, 2006 3:41 am    Post subject: Reply with quote

i can only think it would require packet hooks that would involve the ingame emote eg pressing ":" to bring up the emote text... i was thinking of adding a gump with all the different emotes if you dont put in a correct one so that players can see what they have to choose from... if i make it up ill send it to ya Smile

Author Message
tekproxy
Distro Developer


Joined: 06 Apr 2006
Posts: 350
Location: Nederland, Texas

PostPosted: Thu Apr 20, 2006 10:12 pm    Post subject: Reply with quote

Ah yes that is a good idea. If I hooked emote's to play that sound whenever the user emotes that text, that would work. I'm just trying to make it how OSI has it.

Author Message
DevGIB



Joined: 06 Feb 2006
Posts: 93

PostPosted: Thu Apr 20, 2006 11:48 pm    Post subject: Reply with quote

played osi for like a week, so honestly no idea how they did it because it was back in the days of lbr when i played Razz

Author Message
tekproxy
Distro Developer


Joined: 06 Apr 2006
Posts: 350
Location: Nederland, Texas

PostPosted: Fri Apr 21, 2006 12:36 pm    Post subject: Reply with quote

I added some (perhaps dangerous/stupid) functionality to hook unicode speech requests so the extra lazy person can type one less character to get the emote out. This, hopefully, simulates OSI more, but again, I don't know how OSI does it.

Author Message
Danielle



Joined: 07 Feb 2006
Posts: 97
Location: Pittsburgh, Pennsylvania

PostPosted: Fri Apr 21, 2006 8:52 pm    Post subject: Reply with quote

I played from the begining to shortly after AoS came out and as far as I know, OSI added, but never made use of, the emote sounds.

Heh, so saying you want to make it "how OSI does it" is kinda moot. Wink

Author Message
tekproxy
Distro Developer


Joined: 06 Apr 2006
Posts: 350
Location: Nederland, Texas

PostPosted: Fri Apr 21, 2006 10:31 pm    Post subject: Reply with quote

That sounds like something OSI would do... Oh well. I guess that automaticly makes my script better than OSI.

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