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    The current pre-release of the client ("pioneer" in the version) is only compatible to itself. So you can only play with other testers. Please be aware!

    Allow UI mods to communicate with external services

    Scheduled Pinned Locked Moved Modding & Tools
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    • R Offline
      RolandTaverner
      last edited by

      For example, I want to be able to make short notes on other player and see them in game. Or there would be useful to mark player as lagger and see his lagger-rating.
      In order to be able to implement such things we need to allow mods to send and receive messages via GPGNet. I checked code of ICE adapter and it seems it is not very hard to implement message routing for interop with external services.
      So the question: why nobody implemented it? Is it prohibited by something or what?

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      • Brutus5000B Offline
        Brutus5000 FAF Server Admin
        last edited by Brutus5000

        GpgNet messages can only be sent but not received (I guess it's an engine security restriction).

        Also I think you can only send Gpg messages in sim mods (engine restriction) - but maybe some expert can confirm this.

        He said, "I've been to the year 3000
        Not much has changed, but they live underwater
        And your great-great-great-granddaughter
        Is playin' FAF, playin' FAF"

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        • R Offline
          RolandTaverner
          last edited by

          Thank you for info, seems reasonable. So, no easy way. But what about chat? Can we create something like chat bot? At least in lobby.

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          • M Offline
            macdeffy
            last edited by

            Kyros lobby has an /info <player> text command that be done in lobby that can be recalled along with other things. The old version is busted but I'll be uploading a new version soon with fixes and other additions.

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