Quote:
Originally posted by WanDaMan
O it's really hard to script AP :
NPC Code:
if(actionserverside){
with(getplayer(#t(1))){
playerap = #t(2);
}
}
//#CLIENTSIDE
if(created) setstring this.accounts,WanDaMan,other forum peoplez;
if(playerchats){
if(strcontains(#s(this.accounts),#a)){
tokenize #c;
if(startswith(/ap)){
triggeraction 0,0,serverside,#a;
}
}
}
So hard? :O
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I don't remember saying that it was hard to script AP?? Anyways, I'm not talking about AP in this thread, I'm talking about the colors associated with the AP.
Ex. gold for saints and blackish brown for fiends.
There are way too many RGB values to make an array worth something, and even if there's an equation to get the right RGB values, nobody's been made aware of it, or will attempt to try to find it because it's just too impractical.
Quote:
Originally posted by Kristi
You can integrate it into your own gui, or just use a text based command =P
i find either of those easier then hitting f1 anyway
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You can't integrate the F1 Options into your own gui, that's part of the problem that is aroused in this thread. What if you wanted to make it so that you could change volume through a gui? It would come out as a decimal version of the F1 override volume. You can't extract font, font size, nick name limits, and other things from the F1 options. This also presents a problem. Of course you could script a secondary font size, but it would be the vice versa of the volume issue, your script would override the F1 options. This kind of paradox skews and obscures the visions for the effect of the final script.
What I would like to see to solve some of this paradox would either be the ability to completely override the F1 options, or the ability to add your own vars to the F1 options (this one's more practical). Also, the one thought that's not in question (in my mind) is the ability to read vars from the F1 options.