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Unread 01-19-2007, 06:04 PM
skahld skahld is offline
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Join Date: Nov 2004
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Default Onpress hepl!

I made a group emotes toolbar/window from scratch, and I've tried everything thing I could find (and make up) to work this out.

Can we use Onpress to use do_file_commands x:\script.txt? I've tried everything I can think of for syntax.

I originally went with "Onpress=incoming ; g Incoming!"
Which worked.

Then I tried "Onpress=g incoming %T" (and that didn't work). It said "incoming %T ! true" and a few other ways when I messed with it.

Then I tried a few other variations from the info found on the boards, with no success.

All I want to do is (in order of importance):
1. Say "INC %T" in group
2. Have the button do the incoming emote
3. Point at the target (or some other emote, maybe squeal, who knows?)

Why? because I don't like the current macro method. I dont want to have to hover over a key to see what it is. I want named buttons! I have 14 different buttons.

And the reason I want to use do_file_commands is because if I want to be able to change a command, I don't have to open up the UI builder, change it, reload EQ, blah blah blah. With the script command I can just change it on the fly and have it work.

Also, I have an emote toolbar (which is 1024x30, and has all my favorite emotes on it) that sets my emote voice to Iksar Male 1 and does the emote (if speaking). And if I like another voice emote instead of Iksar Male 1, I set it to the other voice, such as Brute Male and says it in that voice and then switches back to Iksar. And it all works great!

I just can't get this INC! to work
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  #2  
Unread 01-19-2007, 07:19 PM
Landiin Landiin is offline
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This person is a EQ2Map developer.
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Default

The text entered into the chat window via script isn't parsed the same way text manually entered, thus all the % variables will not work. It'll aways come out exactly like it see it in the script. At least I've never been able to get the % variables to work via UI scripts.

The easy way around this is to add a none visible text object and use the target gamedata to populate it's text fields. Then in your script do Onpress="'INC ' ## Parent.Target.LocalText" Where Target is your none visible text objects. Or you could Parent out and use the text in the real target window.

I've never used the do_file_command by UI script but I do use load_options, witch works basically the same. The way I use it is; OnPress="load_options=AUCPPreset_3.ini", where the file AUCPPreset_3.ini is located in EverQuest 2's base directory. I assume they would work the same.
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