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  #1  
Old 02-13-2003, 11:54 PM
SSRobgeta SSRobgeta is offline
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#c?

Is there a way to Save your current text as a string BUT not get overwriten when you talk? I'm having a scripting problem. Any suggestions?
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Old 02-14-2003, 12:39 AM
SSJ4_Vegetto SSJ4_Vegetto is offline
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I may be a "not so good scripter", but if u use a this.variable in ur string and every time it changes it adds 1 to the this.variable or something. If you know what i mean?
Like the string can be
#athis.(something)
or u can use a client.string and add 1 each time or something.... just a suggestion, sorry if it doesn't help ne...

~Omini
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Old 02-14-2003, 12:53 AM
SSRobgeta SSRobgeta is offline
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Quote:
Originally posted by SSJ4_Vegetto
I may be a "not so good scripter", but if u use a this.variable in ur string and every time it changes it adds 1 to the this.variable or something. If you know what i mean?
Like the string can be
#athis.(something)
or u can use a client.string and add 1 each time or something.... just a suggestion, sorry if it doesn't help ne...

~Omini
I dunno if that'd work, but I have it under control now so thanks.
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Old 02-14-2003, 06:30 PM
Ningnong Ningnong is offline
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You could use an npc, when created a varible is equal to zero. Then use:

NPC Code:

if (playerchats && this.varible == 0){
//rest of script here (recording of players chat text etc)
}



once the player has said something, set the var to one. Therefore
the message isn't over written. Simple.
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Old 02-15-2003, 01:31 AM
PrinceDark PrinceDark is offline
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Hehe. Kai must've been deleting some posts again. lol.
Sorry about that other one I did for the guy the other day.

Rob there's a couple ways you can go about that. You can use startswith and set the string using #T(#e(startindex,length,string))

There's other ways you can do it as well.
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