Difference between revisions of "ServerSysGroup (Ability)"

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|width="100px"|'''ID'''||'''Path'''||'''Filename'''||'''Trigger'''||'''Message'''
 
|width="100px"|'''ID'''||'''Path'''||'''Filename'''||'''Trigger'''||'''Message'''
 
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||ID Value
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||squad_leader_command
||/path/goes/here/
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||/string/en/
||filename.stf
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||squad_leader.stf
 
||internal_command_string
 
||internal_command_string
||System Message Text
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||Squad Leader %TT: %TO.
 
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Revision as of 07:08, 31 August 2007

Ability - ServerSysGroup

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Description

/sysgroup <Message>: This command sends a system message to your group members, so that they see it immediately and in the center of their screens.

Command: /serverSysGroup
CommandQueue Entry: serversysgroup (D6EE77C2)


System Message at Top



Related Tags

0% This document has not been started.

Ability This document relates to Player Abilities.

Squad Leader This document is related to the Squad Leader Profession.

Ability Breakdown & Details

/System Message (AKA /sys) -

it sends a system message to the group. Works, though sometimes it thinks that the first word you write is a name, and therefore deletes it, and if you type in an actual name, it just shows up %TT. *TIP* place a period before all comments in /sys; ie, "/sys .Oberon rules the world" Now, how to make the most of your skills -




1. How can I use color in the /sysgroup command?

As with many other functions in SWG, you can add color to /sysgroup commands. This can be done by adding the color code to the command line. The format for doing so is as follows.

/sysgroup \#FF0000\ message

This would produce

Squad Leader Vemnox: message

The \# is followed by the hex color code. There are many sites on the internet explaining how this functions so I will just give you the brief of it. This is a hex values for colors broke down into red, green, and blue. Examples

\#FF0000 = red

\#00FF00 = green

\#0000FF = blue

Also notice that there is a space between the p and the \ and before the message you wish to display. Keep in mind that just because you can see a color clearly on your screen, your squad my not.

1.1 Is there a way to shorten my /sysgroup commands?

The /sysgroup command will always default to the text color set on the client system unless you have added the color code. You can however use the /alias command to create your own variation of the /sysgroup command.

/alias rr /sys \#FF0000\

This will create a new command for you called /rr. With the above line, the /rr command would create the same results as if you had entered the /sys command. Both of the following lines would then produce the same results.

/rr this is a test

/sys \#FF0000\ this is a test

You can take this to the next step by aliasing lines of text with the /alias command.

/alias bogie /sys Target is %TT. Everyone open fire!

(NOTE: %TT is a variable which will add the name of your current target)






Ability Flow

<graphviz> digraph G {

       rankdir = LR;
       node [shape=record, width=.2, height=.2];
       node [width=1];
       node1 [color="#929292", label = "Step 01", style="bold", fontname="arial", fontcolor="#929292", URL="Test101"];
       node2 [color="orange", label = "Step 02", style="bold", fontname="arial", fontcolor="#458CAF", URL="Test102"];
       node3 [color="orange", label = "Step 03", style="bold", fontname="arial", fontcolor="#458CAF", URL="Test101"];
       node1 -> node2:w [color="#929292"];
       node2:w -> node3:e [color="#515FCA", constraint=false];

} </graphviz>

System Messages

ID Path Filename Trigger Message
squad_leader_command /string/en/ squad_leader.stf internal_command_string Squad Leader %TT: %TO.

SUI Prompt

Combat Chat Spam

ID Path Filename Trigger Player Message1 Player Message2 Other Player's Message

ID Value

/path/goes/here/

filename.stf

internal_command_string

System Message Text

test

test3

Fly Text

ID Path Filename Trigger Message
ID Value /path/goes/here/ filename.stf internal_command_string System Message Text

Formula(s)

  • 1 + 1 = 3
  • 2 - 2 + 2 = 3

Source References

Source Source in Context
Source1 somelink1 Source1
Source2 somelink2 Source2

Ability HAM Costs

Modifier Value
Health Cost 0
Action Cost 0
Mind Cost 0
Force Cost 0

Ability Multipliers

Modifier Value
Health cost 0
Action cost 0
Mind cost 0
Force cost 0
Damage 0
Delay Time 0