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  #31  
Old 02-15-2008, 02:01 AM
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It's not that simple to add as you might think, since the observer mode is controlled by a script running on another server, and the observer mode algorithm depends on number of players and similar. Like I said before it would be simplier to add something to trigger some npc on the server a few seconds before it happens (or trigger it, and wait 5 seconds before actually switching).
On the other hand switching someone to observer mode shouldn't bug anything, and if there is some problem it might be good to report the exact problem.
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  #32  
Old 02-15-2008, 03:58 AM
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Quote:
Originally Posted by Stefan View Post
It's not that simple to add as you might think, since the observer mode is controlled by a script running on another server, and the observer mode algorithm depends on number of players and similar. Like I said before it would be simplier to add something to trigger some npc on the server a few seconds before it happens (or trigger it, and wait 5 seconds before actually switching).
On the other hand switching someone to observer mode shouldn't bug anything, and if there is some problem it might be good to report the exact problem.
Sure.

When someone is kicked onto observer mode, their player stays where it is. They still block, etc. Really annoying at events. Can't d/c by RC, can't use any in-game tools, can't do anything at all.

Scripts recognize the player as still there, such as you can see them in playerlist, or in players var. However, no functions work on them.
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  #33  
Old 02-15-2008, 01:10 PM
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Quote:
Originally Posted by cbkbud View Post
Sure.

When someone is kicked onto observer mode, their player stays where it is. They still block, etc. Really annoying at events. Can't d/c by RC, can't use any in-game tools, can't do anything at all.

Scripts recognize the player as still there, such as you can see them in playerlist, or in players var. However, no functions work on them.
There you go Steban. Just add the 5 second delay, it would be very cool, seriously.
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  #34  
Old 02-16-2008, 04:00 PM
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Observers are in allplayers[] but not in players[]. Also the "Can't d/c by RC" thing has been fixed a few weeks ago I think.
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  #35  
Old 02-16-2008, 04:16 PM
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Quote:
Originally Posted by Stefan View Post
Observers are in allplayers[] but not in players[].
Clientside, too?
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  #36  
Old 02-17-2008, 04:00 AM
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Quote:
Originally Posted by Stefan View Post
Observers are in allplayers[] but not in players[].
Well then it isn't updating.

Quote:
Originally Posted by Stefan View Post
Also the "Can't d/c by RC" thing has been fixed a few weeks ago I think.
Okay, I will try this.

Also, any way to make them not block, or implement the 5 second delay?
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  #37  
Old 02-17-2008, 04:08 AM
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Can you just implement the 5 second event, I think that would be best solution.
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  #38  
Old 02-17-2008, 06:11 AM
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Quote:
Originally Posted by Inverness View Post
Can you just implement the 5 second event, I think that would be best solution.
Also make players not block, because that's just a glitch.
But yah, the event does sound best.
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  #39  
Old 04-21-2008, 12:35 AM
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Ok added an event: add an npc GlobalShopControl:
PHP Code:
function onReceiveText(texttypetextoptiontextlines) {
  if (
texttype=="lister" && textoption=="prepareobserver"
    echo(
"account " textlines[0] @ " will be switched to observer mode in 5 seconds!");

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  #40  
Old 04-21-2008, 12:41 AM
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Quote:
Originally Posted by Stefan View Post
Ok added an event: add an npc GlobalShopControl:
PHP Code:
function onReceiveText(texttypetextoptiontextlines) {
  if (
texttype=="lister" && textoption=="prepareobserver"
    echo(
"account " textlines[0] @ " will be switched to observer mode in 5 seconds!");

Awesome, I will try this out!

Does it have to be named GlobalShopControl?
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  #41  
Old 04-21-2008, 01:25 AM
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Yes some servers already have that npc
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  #42  
Old 04-21-2008, 06:10 AM
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Quote:
Originally Posted by cbkbud View Post
Awesome, I will try this out!

Does it have to be named GlobalShopControl?
It's the NPC that gets sendtext'ed or so for displaying items in the gelat shop and such so that is what he used for observer mode too I guess. (So you don't need an updated client/npc server)
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  #43  
Old 04-21-2008, 04:53 PM
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Actually the script can trigger any npc, but the shop control is somehow related to observer mode so it's better to just use one npc (and not flood the npc list of servers with npcs).
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  #44  
Old 04-21-2008, 11:04 PM
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Quote:
Originally Posted by Stefan View Post
Actually the script can trigger any npc, but the shop control is somehow related to observer mode so it's better to just use one npc (and not flood the npc list of servers with npcs).
Fair enough.
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  #45  
Old 05-16-2008, 03:30 AM
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