Do you think I could just leave this part blank and it'd be okay? We're just going to replace the whole thing with a header image anyway, right?
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Ya know... U get onmessage and u type something and the message u receive and all the entries with the values gets printed on the Console... I want the code. Used to know it, now forgot it.
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inside the onmessage, write this:
console.writeline(m.ToString());
Console.WriteLine*
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I mostly have a condition before it since the "show" & "hide" messages are repeted on a set interval and dont interest me (for timedoors)
(Question: is it on an set interval or a set interval? i dunno but i do want to improve my englisch)
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I mostly have a condition before it since the "show" & "hide" messages are repeted on a set interval and dont interest me (for timedoors)
Maybe it's also to limit out psi, those are for the purple switches and trigger everytime somebody touches them.
Question: is it on an set interval or a set interval? i dunno but i do want to improve my englisch
With a vowel (a, e, u, etc) or a 'silent h' followed by a vowel, you write an, otherwise it's a.
General rule: First letter you SAY is a vowel? Put an 'n' after 'a'. First letter you say is a consonant? Just say a. (So 2 vowels or consonants will never be followed up in speech, makes saying the words much easier and smoother).
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How to keep the console running then? It's annoying. After like two seconds of idleness, it disconnects the bot and shows that annoying "Press any key to continue..." dialog.
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just handle user input , if it has soemthing to do with the console it never "finishes" the task
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yea put something like Console.ReadLine(); at the end
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Purple switches are clientside, the show & hide messages are for colored doors(&gates) and timedoors(&gates) (atleast thats my knowledge of the current protocoll , i dont see why they would've changed it though)
@den3107
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while (true)
{
string line = Console.ReadLine();
// Anything else you might want to put in here..
}
--- made by EyeOfDarkness#0350 ---
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Purple switches are clientside, the show & hide messages are for colored doors(&gates) and timedoors(&gates) (atleast thats my knowledge of the current protocoll , i dont see why they would've changed it though)
@den3107
It is clientside, nonetheless you still recieve whether or not it is toggled FOR THAT PLAYER. I assume that is what fixed the bug where other players wouldn't go through the purple gates smoothly on your end.
while (true) { string line = Console.ReadLine(); // Anything else you might want to put in here.. }
Would replace the true with a variable so you can actually turn it off with eg a buttom, and don't habe to do it by force.
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[ Started around 1731268137.4088 - Generated in 0.059 seconds, 14 queries executed - Memory usage: 1.5 MiB (Peak: 1.66 MiB) ]