Author Topic: Send message containing <argument>  (Read 1967 times)

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Offline FUBAR-BDHR

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Send message containing <argument>
Been doing a lot of sending messages containing variables lately.  Doing it mostly for debugging purposes.  Just tried something new to see if it would work.  I tried doing a send message with $<argument> in it.  No luck but at least it didn't crash.  Is there anyway to output <argument> using send message besides storing it to a variable?
No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras

 

Offline karajorma

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Re: Send message containing <argument>
As far as I know, no. And that isn't likely to be fixed any time soon either because there is no way to make it work in multiplayer. Variables only work in multiplayer because you can use a network variable  to pass the current value on to the clients. When it comes to arguments though, only the server knows which argument is being looked at since only the server actually runs the SEXP code.
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Offline Colonol Dekker

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Re: Send message containing <argument>
Using #$callsign as a sender in send message/message list didnt work for me recently....

Any ideas?
Campaigns I've added my distinctiveness to-
- Blue Planet: Battle Captains
-Battle of Neptune
-Between the Ashes 2
-Blue planet: Age of Aquarius
-FOTG?
-Inferno R1
-Ribos: The aftermath / -Retreat from Deneb
-Sol: A History
-TBP EACW teaser
-Earth Brakiri war
-TBP Fortune Hunters (I think?)
-TBP Relic
-Trancsend (Possibly?)
-Uncharted Territory
-Vassagos Dirge
-War Machine
(Others lost to the mists of time and no discernible audit trail)

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That one time I got permabanned and got to read who was being bitxhy about me :p....
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Offline karajorma

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Re: Send message containing <argument>
Try it without the dollar sign.
Karajorma's Freespace FAQ. It's almost like asking me yourself.

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Offline Colonol Dekker

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Re: Send message containing <argument>
And that'll show the pilot files character name? I'll try it ;)
Campaigns I've added my distinctiveness to-
- Blue Planet: Battle Captains
-Battle of Neptune
-Between the Ashes 2
-Blue planet: Age of Aquarius
-FOTG?
-Inferno R1
-Ribos: The aftermath / -Retreat from Deneb
-Sol: A History
-TBP EACW teaser
-Earth Brakiri war
-TBP Fortune Hunters (I think?)
-TBP Relic
-Trancsend (Possibly?)
-Uncharted Territory
-Vassagos Dirge
-War Machine
(Others lost to the mists of time and no discernible audit trail)

Your friendly Orestes tactical controller.

Secret bomb God.
That one time I got permabanned and got to read who was being bitxhy about me :p....
GO GO DEKKER RANGERSSSS!!!!!!!!!!!!!!!!!
President of the Scooby Doo Model Appreciation Society
The only good Zod is a dead Zod
NEWGROUNDS COMEDY GOLD, UPDATED DAILY
http://badges.steamprofile.com/profile/default/steam/76561198011784807.png

 

Offline FUBAR-BDHR

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Re: Send message containing <argument>
As far as I know, no. And that isn't likely to be fixed any time soon either because there is no way to make it work in multiplayer. Variables only work in multiplayer because you can use a network variable  to pass the current value on to the clients. When it comes to arguments though, only the server knows which argument is being looked at since only the server actually runs the SEXP code.

Didn't think there would be but just wanted to make sure.  I was just using it for a quick test not like it's something people do everyday so it's not very important.  Only time it would be a real problem is if you were out of variables.
No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras

  

Offline Trivial Psychic

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Re: Send message containing <argument>
I once made a mission where I had a when-argument event, that came true whenever one of a group of ships were scanned.  The event would also alter a numeric variable and transfer the argument value to that of a string-variable.  Then it would send a message using both variables, naming the ship that was just scanned and the number of the ships that have been scanned so far.  The end of the event would then invalidate the argument so it wouldn't be reused.
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