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Author Topic: re: new features for alien city module  (Read 2120 times)

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Offline Dracutza

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re: new features for alien city module
« on: October 05, 2007, 03:18:53 am »
- Alien city module now sets timer to inform about the time till the cloak can be cycled again.

Is there a "lowspam" or on/off switch for this?  I cannot seem to find it.

Offline Alreadythere

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Re: re: new features for alien city module
« Reply #1 on: October 05, 2007, 10:34:59 am »
No there isn't.

Offline Dracutza

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Re: re: new features for alien city module
« Reply #2 on: October 05, 2007, 06:19:39 pm »
Where would i happen to locate where this timer is being created?  I searched modules that might have something to do with it but came up empty.

Any repercussions to commenting out this section of code, other than stopping these announcements?

On a side note, I found it interesting that these announcements are not being logged.  I forgot what the actual text was, and was hoping i could find something more than "cloak" as a search word.  In searching the logs, I find myself and others talking about these announcements, yet no where do the logs have "It is possible to raid again in 30 minutes, Dracutza" or whatever the messages says.

Offline Alreadythere

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Re: re: new features for alien city module
« Reply #3 on: October 05, 2007, 07:59:23 pm »
The announcements should be logged (at least if you got chat logging enabled). They are build by the timer module, using the prefix and suffix of the current notification entry and the name of the timer to create the output string. The name of the user that created the timer is appended if it's a gc or pgmsg output.
So you can't find the whole output, just parts of it.

You got two choices, either you can use the old city module from before the timers got added. Or you can edit the file, uncommenting the addtimer() call (just search for add_timer, there is only one line containing it in the alien city module.). Just make sure you comment the whole call out.

I plan to add support for XMLs for timer classes (they are too complicated imo to handle them via any decent ingame interface), and add a way to select which timer class to use for the modules like orbital and aliencloak. One class will be empty then, just doing an announcement when the timer runs out.

Offline Hyde

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Re: re: new features for alien city module
« Reply #4 on: December 29, 2007, 05:28:03 am »
on a related note, I have 2 bots (running the same modules, ie cloned bots) in orgchat giving these timers. Any way to disable the notifications on one but not the other without having to run independent bots? Not worth it if I have to maintain 2 different bot trees.

PS. Similar question arises for the Welcome! message when someone joins the org, but that's a bit less of an issue.
Doctorhyde/Jexyll/Goraud@RK2

Offline Alreadythere

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Re: re: new features for alien city module
« Reply #5 on: December 29, 2007, 10:36:42 am »
In bebot 0.4.3 there is currently no way to disable it without moving the files to a different directory which is only included by one bot.

One of the next versions of bebot will bring a config file for modules which will allow enabling and disabling of modules on a per-bot base.

The welcome spam is from the Roster module, which is always needed.

 

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