Yeah.. that was the neat thing about reading files :|. Thanks for that point. Its on our list. But not for 6.0 anymore.
Damn! No biggie. I'll limit my scope in the interim. I did notice the permission is now part of the PlayerInfo record. Of course, I notice this after setting up a way to read the adminconfig.yaml file.
BTW, another issue I noticed while testing was that the Event_Player_ChangedPlayfield was not always firing when a player changes fields. Particularly while entering playfields normally. (Not warping.)
I see some nice additions were added in Part IV: ModAPI: - Implemented 'GetBannedPlayers' - Fixed 'Request_Load_Playfield' - Added food+foodMax to get player interface - Request_InGameMessage_Faction - Mod on client side: not activated if EAC is enabled
Store their data in a database then search your database. That's how I do it with my program (uses telnet only).
Was a thought. But far away. Would mean changing and breaking all save games and first you need to make sure it really works. So its on our mind, but nothing in close future. Am busy this week a bit.. will check the infos later. Thanks a lot for all!
New feature request, I saw the new popup screen when you start the game explaining the "mission" and thought the mod api could use something similar. The ability to show a popup to the player. Allow us to pass the title, text, button one text and button 2 text. Event to respond which button was clicked. (Hrrrmmm, there might need to be a better way to track requests than using seqno.)
Hey, sorry was gone this week. It shold be in the EXP... not tested yet. MAybe you can checkit with your tool. If it does not work then I'll let devs know. What do you mean? So far you should always see if its an answer to your request. Thank you
When there are multiple mods active, all mods receive the Events. If Mod A requests an update on a player, Event_Player_Info is fired for Mod A, Mod B and Mod C. On the most part, this is not a problem. If a messagebox requiring a response is to be used and return back information on which button was pressed, we need a reliable way to state that this message box relates to a request in Mod A. This could become confusing if multiple mods are using message boxes. Now requests do have the ability to pass seqno to assist in maintaining this, but the identifier is only an unsigned byte. I do not feel it is unique enough. I would recommend changing the seqno from in unsigned byte to a Guid. The Guid allows a far more unique identifier that mods can assign to calls.
It is possible to get the players level from PlayerInfoSet>experiencePoints But is there anything that allows us to getCP's and setCP's? These might be useful. (the amount of CP availible to a player, r/w) In the same kind, is there anything that allows unlocks/removal of parts of the techtree? (which parts is locked/unlocked for a specific player)