Alright i've been trying to do this for a little bit but am not doing very well, here is what I got.
Code:
public static void SendMSG(string Name, string Colors, string Message, ushort ChatType, uint Mesh)
{
try
{
foreach (DictionaryEntry DE in H_Chars)
{
Character C = (Character)DE.Value;
C.MyClient.AddSend(Packets.ChatMessage(C.MyClient.MessageID, Name, "ALL", Message, ChatType, Mesh));
}
}
catch { }
}
Code:
static class Colors
{
public const uint
Black = 0x00000000,
White = 0x00FFFFFF,
Red = 0x00FF0000,
Blue = 0x0000FF00,
Green = 0x000000FF,
Yellow = 0x00FFFF00,
Pink = 0x00FF00FF,
Teal = 0x0000FFFF;
}
And here is a test command I made:
Code:
if (Cmd[0] == "/testmsg")
{
Game.World.SendMSG("GM", Colors.Red, "Test Test Test Test Test Test Test Test", 2011, 0);
}
But the message still comes out normal. Can you tell me what I'm doing wrong? Thank you.
You are not even writing the chat color to the packet...
ChatMessage = your packet. There is no field for chat color input. You will have to add one to write the 4bytes that holds the RGB color info at the correct offset in the packet (if you don't know the offset I suggest in your command you actually ask for an offset.
Eg:
/testchat 16711935 offset
then change your packet so 16711935 is the uint32 representation of color (FF00FF) and offset is where in the packet it's being written to. Shouldn't take long at all to find the correct offset.
<edit>
or as arco apparently said. Write the color value to the mesh offset.
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