Game - contest board comunication
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Visionaire Ducatillon
Creator of WARLORD game
Join date: 15 Mar 2007
Posts: 34
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06-15-2009 19:27
I'm trying to make some contest boards for games and the first logical step is to capture the messages sent when a game ends to learn their format so I can make the contest board scripts. So I set a game (actually I tried this with two different games) to send messages on a certain channel and I made a prim with a simple script which listens on the same channel and passes the message to me. The problem is there is no message received by my script. I tested the script by passing a test message myself on the channel I set it to listen to and it works fine. Any suggestions would be much apreciated, ty 
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
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06-16-2009 06:04
not enough info to help, but at a guess your first script isn't catching any messages to send.
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Visionaire Ducatillon
Creator of WARLORD game
Join date: 15 Mar 2007
Posts: 34
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06-16-2009 08:40
Please let me know what info you need. My little script catches the test messages I send to it in chat on the channel it listens to. But it doesn't catch any message from the games, although they are set to send messages on the same channel.
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
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06-16-2009 12:26
the script you are using to catch messages would probably be what needs to be seen... is it in the same prim as the game script that is speaking? if so you'll need to move it somewhere else (can't hear says from within the same prim)
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MadamG Zagato
means business
Join date: 17 Sep 2005
Posts: 1,402
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06-16-2009 12:56
Possible things it could be:
You don't have a listen event in the receiving script You dont have the if() statement set up correctly (Remember when comparing strings to use == not =) You closed the listen and forgot to reopen it The script gave an error somewhere and stopped functioning (Look for the tiny script icon to pop up on the prim momentarily) The messaging prim/script is not sending the expected data
Without seeing the script, it's hard to give you an accurate solution.
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ElQ Homewood
Sleeps Professionally
Join date: 25 Apr 2007
Posts: 280
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06-17-2009 00:44
also, make sure you don't have it listening for a specific key in the llListen parameters
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Visionaire Ducatillon
Creator of WARLORD game
Join date: 15 Mar 2007
Posts: 34
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06-17-2009 13:43
Ok here is the script I'm using to catch the messages, very basic stuff: default { state_entry() { llListen(-19681968, "", "", ""  ; } listen(integer channel, string name, key id, string message) { llOwnerSay(message); } } I put it in a nice plywood box I created especially for it  Nothing to go wrong there imo. And there's no script error message (I have my viewer set to show me such messages all the time). The games I tried to catch messages from are a Bongo 2.01 and a 7seven 1.21, both games set up to send messages on the same channel my script listens to (I tried several channels both positive and negative). And I've seen them both working with contest boards inworld.
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Papalopulus Kobolowski
working mind
Join date: 11 Aug 2006
Posts: 326
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06-17-2009 21:35
From: Visionaire Ducatillon Ok here is the script I'm using to catch the messages, very basic stuff: default { state_entry() { llListen(-19681968, "", "", ""  ; } listen(integer channel, string name, key id, string message) { llOwnerSay(message); } } I put it in a nice plywood box I created especially for it  Nothing to go wrong there imo. And there's no script error message (I have my viewer set to show me such messages all the time). The games I tried to catch messages from are a Bongo 2.01 and a 7seven 1.21, both games set up to send messages on the same channel my script listens to (I tried several channels both positive and negative). And I've seen them both working with contest boards inworld. Are you missing the channel in the listen part? listen(integer channel, string name, key id, string message) or its declared in some part of the script, if not the same channel must be set. From: someone integer CHANNEL=-19681968; default { state_entry() { llListen(CHANNEL, "", "", ""  ; } listen(integer CHANNEL, string name, key id, string message) { llOwnerSay(message); } }
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Lazink Maeterlinck
Registered User
Join date: 8 Nov 2005
Posts: 332
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06-17-2009 21:44
Assuming you have the right channel, are you close enough to the game to pick up all messages on the channel by the game system? It could be shout, say or even whisper, and if you are out of range of that, you will not trigger a listen event.
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
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06-18-2009 06:44
From: Papalopulus Kobolowski Are you missing the channel in the listen part?
or its declared in some part of the script, if not the same channel must be set. that doesn't do anything, since the channel it piscks up in the listen event is whatever you set it for with llListen... and will only be different if you specify multiple llListen calls. I can only see 4 cases of this script failing, provided the channel is correct... case 1: the channel gets changed somewhere in the code before getting used case 2: the script in in the same prim as the game script (scripts within the same prim cannot hear their own chat to prevent recursion) case 3: the script is in an object that isn't close enough to get the message (more than 10m away for messages sent via llWhisper, etc) case 4: the "channel" isn't actually a listen channel, but rather it's being used as a verifier in a Link Message, in which case you're trying to receive the wrong input, and may even be in the wrong prim to receive it (must be in a prim inside the originating object, and in a prim that the message is being sent to)
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Jesse Barnett
500,000 scoville units
Join date: 21 May 2006
Posts: 4,160
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06-18-2009 06:52
Well this sucks!!!
Just tried your WEB jira update Void. Indeed, you can no longer post a vector here. I am gonna raise hell with Blue.
EDIT: Except of course I can not find Jeska or Blue's email address and I am at work.grrrrrr
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I (who is a she not a he) reserve the right to exercise selective comprehension of the OP's question at anytime. From: someone I am still around, just no longer here. See you across the aisle. Hope LL burns in hell for archiving this forum
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Visionaire Ducatillon
Creator of WARLORD game
Join date: 15 Mar 2007
Posts: 34
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06-18-2009 13:17
From: Void Singer I can only see 4 cases of this script failing, provided the channel is correct...
case 1: the channel gets changed somewhere in the code before getting used
case 2: the script in in the same prim as the game script (scripts within the same prim cannot hear their own chat to prevent recursion)
case 3: the script is in an object that isn't close enough to get the message (more than 10m away for messages sent via llWhisper, etc)
case 4: the "channel" isn't actually a listen channel, but rather it's being used as a verifier in a Link Message, in which case you're trying to receive the wrong input, and may even be in the wrong prim to receive it (must be in a prim inside the originating object, and in a prim that the message is being sent to) case 1: that crossed my mind too and I think it is the most likely explanation case 2: that's excluded, the scripts are in two different objects case 3: they are under 2 meters away, so it should work even with llWhisper, though I doubt games use that to communicate with boards  case 4: that is an interesting idea, but since in the end the message has to be transmitted on a chat channel (I exclude communication by email because the game would need board's email address and there's no setting in any game I know for that), I think this is a particular type of case 1 Thank you everybody for your time and opinions, please send more if you come up with other ideas 
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