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Wraith Newbie
Joined: 21 Oct 2003 Posts: 14
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Posted: Thu Oct 23, 2003 7:56 pm Post subject: |
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To answer a few quick questions:
I'm using VDS v3.5
This is a screen shot of the ingame chat.
I've tried Win Spy on all areas of the game window and came up with nothing new. There isnt a different name for the chat area or the enter chat area.
I'm going to play with what I've been given and see how far i get. |
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Wraith Newbie
Joined: 21 Oct 2003 Posts: 14
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Posted: Thu Oct 23, 2003 8:23 pm Post subject: |
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Mindpower,
I gave your code a try as is and it kind of works. It doesn't wait for the trigger word and sends the responce right away. I'm not sure why that is. Also it doesnt send the complete reply msg. It sends out a fragmented reply. Meaning some letters are missing in the reply (reply is: "It_works" and I'm getting: "work", "_works", "s") I thinkmaybe the the window send, t might be messing it up and I'm trying to set a mouse click at 751,657; thats where the enter chat button is. I think the code is "@click(751,657)" |
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PGWARE Web Host

Joined: 29 Dec 2001 Posts: 1565
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Posted: Fri Oct 24, 2003 12:25 am Post subject: |
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More then likely your game will auto focus the mouse pointer/cursor into the chat window area, so I don't know if you really need to do a window click.
Also after your window send, t message you should put a WAIT 1, just so it waits about 1 second before sending any text, this will make sure the text area has been clicked on appropriatly and is ready for text to be entered. Otherwise it just sends a window send t and immediately starts sending the text, which is probably why some of the text you mentioned is cut off at the beginning. |
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CodeScript Moderator Team

Joined: 08 Jun 2003 Posts: 1060 Location: India
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Posted: Fri Oct 24, 2003 1:13 am Post subject: |
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I think you should give WAIT 1 for a second delay (or more if it takes more time to open chat window) as PGWARE said.
Using window click may not be relaible as your chat window/button position may change based on it's size screen resolution etc.
I will explain U more on why it always sends the reply.
Briefly your script has no EVLOOP wait event. or it should have a EXIT/STOP after the END at the end of goto Reply. I will modify the example _________________ Regards
- CodeScript
Give your application a professional look with the VDSGUI Extension |
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Wraith Newbie
Joined: 21 Oct 2003 Posts: 14
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Posted: Fri Oct 24, 2003 2:08 am Post subject: |
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Yeah "Wait 2" did the trick, not as fast but it's adding full sentances, so thats perfect.
CodeScript,
If I understand you correctly your saying I basicly need this:
run
search for word trigger
if trigger is found send reply then start again
if trigger is not found
loop |
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CodeScript Moderator Team

Joined: 08 Jun 2003 Posts: 1060 Location: India
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Posted: Fri Oct 24, 2003 3:03 am Post subject: |
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Exactly!, here is the modified code :
I have added a dialog too.
| Code: | OPTION DECIMALSEP,"."
Title Answering Machine
DIALOG CREATE,Answering Machine,-1,0,394,75,ONTOP
REM You can remove ONTOP style once U have done testing
REM You can also add a TASKICON to make it stay in "Systray"
DIALOG ADD,STATUS,STATUS1
DIALOG ADD,TEXT,TEXT1,36,8,,,Contents of your window should be displayed here below :
DIALOG ADD,TEXT,TEXT2,17,11,,,"%%window" =
DIALOG ADD,TEXT,TEXT3,18,84,100,13,%%window
DIALOG SHOW
:EVLOOP
WAIT EVENT,0.02
GOTO @EVENT()
:TIMER
%%window = @winexists(#DRANSIK)
%%contents = @wintext(%%window)
Dialog set,STATUS1,%%contents
%%contents = @wintext(%%window)
rem *** inconsistent @ character, opening bracket and closing bracket count on previous line ***
List Create,1
rem If the edit box only has one line in it the List Add will do.
List Add,1, %%contents
rem If your edit box has more than one line and has carriage returns
rem you may consider using
rem List Assign,1,%%contents
rem This will place each line in a seperate item in the list
rem Now move the pointer in the list to first item, The first item in all
rem VDS lists is 0 (ie...Zero)
List seek,1,0
rem Test if the line contains your desired string:
IF @MATCH(1,test)
rem if you use Goto here then you will never reach the List Close,1 line
rem below so you can use a GoSub instead. A GoSub will Return when it
rem reaches an Exit command.
GoSub reply
END
LIST close,1
GOTO EVLOOP
:Reply
Window send,%%window,t
wait 2
Window send,%%window,It works!
Window send,%%window,@CR()
rem Always make sure you end a sub-routine with an Exit or Stop
rem command.
Exit
:CLOSE
EXIT |
Enjoy! _________________ Regards
- CodeScript
Give your application a professional look with the VDSGUI Extension |
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Wraith Newbie
Joined: 21 Oct 2003 Posts: 14
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Posted: Fri Oct 24, 2003 3:32 am Post subject: |
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CodeScript,
I gave your code a run and unfortunetly it didn't do anything. I added " %%window = @winexists(#DRANSIK)" above the first Dialog line to identify the %%window, but no luck. The text ingame should show in the dialog correct? |
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CodeScript Moderator Team

Joined: 08 Jun 2003 Posts: 1060 Location: India
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Posted: Fri Oct 24, 2003 5:52 am Post subject: |
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A few questions to you:
Does %%window = show some value on the dialog ?
Change:
to
| Code: | | IF @NOT(@MATCH(1,test)) |
So that it enters the text indiscriminately
and see if it types something into chat area.
If your answer is yes to both questions and the dialog statusbar
doesnot show any text then it simply means either:
The chat display area ("This is area ia always here" in your screen shot) is a text/listbox.
I suggest you use the easy window spy below:
Just paste the code into your VDS IDE and hit run.
Now you move your mouse over :
1.Main Game window
Note the Window ID,text and class name.
2."This is area is always here"
Note the Window ID,text and class name.
If they are different then you know you should
use the class name of the chat display area to
get the text message.
Let me know what happens.
| Code: | OPTION DECIMALSEP,"."
Title Easy Window spy
DIALOG CREATE,Easy Window spy,-1,0,399,198,ONTOP
DIALOG ADD,TEXT,TEXT1,50,10,,,Text of your window should be displayed here below :
DIALOG ADD,TEXT,TEXT2,17,11,,,"%%window" =
DIALOG ADD,TEXT,TEXT3,18,84,100,13,%%window
DIALOG ADD,EDIT,EDIT1,69,10,367,102,,,MULTI
DIALOG ADD,TEXT,TEXT5,180,8,110,13,Window #Class name :
DIALOG ADD,TEXT,TEXT6,180,128,136,13
DIALOG SHOW
:EVLOOP
WAIT EVENT,0.02
GOTO @EVENT()
:TIMER
%%win = @WINATPOINT(@MOUSEPOS(X),@MOUSEPOS(Y))
DIALOG SET,TEXT3,%%win
DIALOG SET,EDIT1,@WINTEXT(%%win)
DIALOG SET,TEXT6,#@WINCLASS(%%win)
GOTO EVLOOP
:CLOSE
EXIT |
_________________ Regards
- CodeScript
Give your application a professional look with the VDSGUI Extension |
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Wraith Newbie
Joined: 21 Oct 2003 Posts: 14
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Posted: Fri Oct 24, 2003 7:33 pm Post subject: |
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CodeScript,
Yes the %%window = shows a value of some sorts. Its different everyting I reopen the game.
I have that code switch a try and it turned into a chat flooder lol.
I tried that easy win spy code you gave me and I get the same results as I did with the Window Spy. Theres no different Name for any part of the window but #DRANSIK "Dransik (c)opyright 2001 Asylumsoft Inc."
Any other ideas?
Thanks again. |
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CodeScript Moderator Team

Joined: 08 Jun 2003 Posts: 1060 Location: India
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Posted: Sat Oct 25, 2003 4:51 am Post subject: |
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Then it very much explains why you are unable to get the chat window contents - The script simply gets "Dransik (c)opyright 2001 Asylumsoft Inc."
Most likely the chat display text is painted as part of a picture/graphic. Obviously there is no "text" you can get.
You can try to confirm it further whether you can select/copy the contents of the chat area.
OR may be the window has overlay graphics ??
You couldn't get a different value/class name even over the area where you type the reply
In your window spy (not easy window spy) can U see a number of child windows(entries) below the main window ?? Does any one of them contain the chat window text.(Post a screenshot if U don't mind).
If yor answer is NO to all above questions then you have to look for alternatives:
You should find out where/how the chat contents are stored.
If the game writes it to a text file you are most lucky.
Mostly they write to a XML file etc for performance reasons
OR
May not write it at all in which case you are at a complete loss.
You may also try contact your game company to find out where if it stores
these info. _________________ Regards
- CodeScript
Give your application a professional look with the VDSGUI Extension |
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Wraith Newbie
Joined: 21 Oct 2003 Posts: 14
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Posted: Sat Oct 25, 2003 1:36 pm Post subject: |
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CodeScript,
No, I cant copy any of the chat. I do have a chat log txt though and tons of .dat and extentionless files. I would have mentioned that earlier but it doesn't show everything I was hoping this program would look for. The Window Spy doesn't come up with any child windows either, only #DRANSIK.
I'm going to talk to the Developers and see what they say. They might not even like the idea :-/ lol. I'll let you know what I come up with.
Thanks for all the help,
Matt |
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CodeScript Moderator Team

Joined: 08 Jun 2003 Posts: 1060 Location: India
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Posted: Sat Oct 25, 2003 2:32 pm Post subject: |
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Yeah then it's almost confirmed that all the chat text is painted on the dialog and no question of getting text from it.
So you need to search that folder to see which of those dat files contain chat messages and if these are written in real time or only on progrm exit. _________________ Regards
- CodeScript
Give your application a professional look with the VDSGUI Extension |
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Wraith Newbie
Joined: 21 Oct 2003 Posts: 14
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Posted: Sat Oct 25, 2003 2:57 pm Post subject: |
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| How would I go about doing that? |
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Skit3000 Admin Team

Joined: 11 May 2002 Posts: 2166 Location: The Netherlands
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Wraith Newbie
Joined: 21 Oct 2003 Posts: 14
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Posted: Sat Oct 25, 2003 3:25 pm Post subject: |
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| But they're files that aren't compatable with notepad or did you mean to open it with something else? |
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