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AoS Emote Sounds

Posted: Tue Apr 18, 2006 4:28 pm
by tekproxy
[ - 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: Select all

: 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

Posted: Tue Apr 18, 2006 9:02 pm
by DevGIB
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???

Posted: Tue Apr 18, 2006 9:24 pm
by tekproxy
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).

Posted: Tue Apr 18, 2006 10:58 pm
by DevGIB
haha ok... well ill give it a shot and let ya know :)

Posted: Wed Apr 19, 2006 10:23 pm
by tekproxy
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.

Posted: Wed Apr 19, 2006 11:41 pm
by DevGIB
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 :)

Posted: Thu Apr 20, 2006 6:12 pm
by tekproxy
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.

Posted: Thu Apr 20, 2006 7:48 pm
by DevGIB
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 :P

Posted: Fri Apr 21, 2006 8:36 am
by tekproxy
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.

Posted: Fri Apr 21, 2006 4:52 pm
by Danielle
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:

Posted: Fri Apr 21, 2006 6:31 pm
by tekproxy
That sounds like something OSI would do... Oh well. I guess that automaticly makes my script better than OSI.