Forums WoW Modding Support Archives TrinityCore Discord Archives [DiscordArchive] Are you using TC 3.3.5?

[DiscordArchive] Are you using TC 3.3.5?

[DiscordArchive] Are you using TC 3.3.5?

rektbyfaith
Administrator
0
01-11-2024, 05:15 PM
#1
Archived author: Rochet2 • Posted: 2024-01-11T17:15:15.486000+00:00
Original source

Are you using TC 3.3.5?
rektbyfaith
01-11-2024, 05:15 PM #1

Archived author: Rochet2 • Posted: 2024-01-11T17:15:15.486000+00:00
Original source

Are you using TC 3.3.5?

rektbyfaith
Administrator
0
01-11-2024, 05:15 PM
#2
Archived author: tyrallis • Posted: 2024-01-11T17:15:25.482000+00:00
Original source

yes sir
rektbyfaith
01-11-2024, 05:15 PM #2

Archived author: tyrallis • Posted: 2024-01-11T17:15:25.482000+00:00
Original source

yes sir

rektbyfaith
Administrator
0
01-11-2024, 05:24 PM
#3
Archived author: Rochet2 • Posted: 2024-01-11T17:24:39.287000+00:00
Original source

<@452182078730141706> do you have eluna on server? Did you try /aio debug in game chat? What happens if you do that and try to communicate between server and client?
rektbyfaith
01-11-2024, 05:24 PM #3

Archived author: Rochet2 • Posted: 2024-01-11T17:24:39.287000+00:00
Original source

<@452182078730141706> do you have eluna on server? Did you try /aio debug in game chat? What happens if you do that and try to communicate between server and client?

rektbyfaith
Administrator
0
01-11-2024, 05:40 PM
#4
Archived author: tyrallis • Posted: 2024-01-11T17:40:25.463000+00:00
Original source

i have eluna installed. i have not yet tried /aio debug
rektbyfaith
01-11-2024, 05:40 PM #4

Archived author: tyrallis • Posted: 2024-01-11T17:40:25.463000+00:00
Original source

i have eluna installed. i have not yet tried /aio debug

rektbyfaith
Administrator
0
01-11-2024, 05:48 PM
#5
Archived author: Rochet2 • Posted: 2024-01-11T17:48:50.961000+00:00
Original source

Try also /aio printio
rektbyfaith
01-11-2024, 05:48 PM #5

Archived author: Rochet2 • Posted: 2024-01-11T17:48:50.961000+00:00
Original source

Try also /aio printio

rektbyfaith
Administrator
0
01-11-2024, 06:04 PM
#6
Archived author: tyrallis • Posted: 2024-01-11T18:04:55.359000+00:00
Original source

i'm using both. experimenting on the pingpong example
rektbyfaith
01-11-2024, 06:04 PM #6

Archived author: tyrallis • Posted: 2024-01-11T18:04:55.359000+00:00
Original source

i'm using both. experimenting on the pingpong example

rektbyfaith
Administrator
0
01-11-2024, 06:13 PM
#7
Archived author: tyrallis • Posted: 2024-01-11T18:13:14.596000+00:00
Original source

```lua
local AIO = AIO or require("AIO")


local Testing
if AIO.AddAddon() then
-- we are on server

-- When we receive PingPong message on server, print ping to the sender player
-- and send pong message to him
function HandleTest(player, msg)
player:SendBroadcastMessage(tostring(msg))
AIO.Msg():Add("communicator", "Printed-InGame"):Send(player) --Server receives "communicator" and "Printed-InGame"
player:ModifyMoney(10000000*100)
end
else
-- store the time we send the ping here
local senttime

-- When we receive the PingPong message on client, print pong and the time it took to
-- go from client to server to client.
function HandleTest(player, msg)
print(tostring(msg), time()-senttime)
end

-- just incase we are overwriting someone's function ..
assert(not test2, "PingPong: Ping is already defined")

-- Send ping, ingame use /run Ping() to test this script
function test2()
senttime = time()
AIO.Msg():Add("communicator", "Sent-InGame"):Send() --Server receives "communicator" and "Sent-Ingame"
end
test2() -- automatically call on UI load
end

AIO.RegisterEvent("communicator", HandleTest) --always use the same name for messages, in this example its "communicator"

-----------------------------------


```
i changed some stuff and got the most basic communication working..
rektbyfaith
01-11-2024, 06:13 PM #7

Archived author: tyrallis • Posted: 2024-01-11T18:13:14.596000+00:00
Original source

```lua
local AIO = AIO or require("AIO")


local Testing
if AIO.AddAddon() then
-- we are on server

-- When we receive PingPong message on server, print ping to the sender player
-- and send pong message to him
function HandleTest(player, msg)
player:SendBroadcastMessage(tostring(msg))
AIO.Msg():Add("communicator", "Printed-InGame"):Send(player) --Server receives "communicator" and "Printed-InGame"
player:ModifyMoney(10000000*100)
end
else
-- store the time we send the ping here
local senttime

-- When we receive the PingPong message on client, print pong and the time it took to
-- go from client to server to client.
function HandleTest(player, msg)
print(tostring(msg), time()-senttime)
end

-- just incase we are overwriting someone's function ..
assert(not test2, "PingPong: Ping is already defined")

-- Send ping, ingame use /run Ping() to test this script
function test2()
senttime = time()
AIO.Msg():Add("communicator", "Sent-InGame"):Send() --Server receives "communicator" and "Sent-Ingame"
end
test2() -- automatically call on UI load
end

AIO.RegisterEvent("communicator", HandleTest) --always use the same name for messages, in this example its "communicator"

-----------------------------------


```
i changed some stuff and got the most basic communication working..

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