Two Separate Emote Slash Commands


aenigma

 

Posted

Actually ; would be even less typing, but personally I'm used to slash commands. Plus I already have ; bound to something else


 

Posted

While we are at it, I'd like to make a poke at the UI guys for a related request:

A square, tailless Narration box for things your character is not saying or doing: /narrate Meanwhile...

An oval Thought Balloon box for things your character is thinking: /thinks Is she reading my mind?


Story Arcs I created:

Every Rose: (#17702) Villainous vs Legacy Chain. Forget Arachnos, join the CoT!

Cosplay Madness!: (#3643) Neutral vs Custom Foes. Heroes at a pop culture convention!

Kiss Hello Goodbye: (#156389) Heroic vs Custom Foes. Film Noir/Hardboiled detective adventure!

 

Posted

[ QUOTE ]
Actually ; would be even less typing, but personally I'm used to slash commands. Plus I already have ; bound to something else

[/ QUOTE ]

No no
; is defaulted to "/emote" already! It seems to be a little known thing. I love hitting that instead of typing "/e"

Well... until it got broken recently, hehe... and I had to rebind it.

Still... I think it is fixed on Test now and ";" once again works as "/emote".



And yeah... "/a" is great. Anything pretty much works for me... Just so long as we keep "/emote" and ";" retaining the same functionality!


@Zethustra
"Now at midnight all the agents and the superhuman crew come out
and round up everyone that knows more than they do"
-Dylan

 

Posted

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Semi-colon still works... it just seems that the default bind got changed for it for some reason.

[/ QUOTE ]

It's not exactly that the bind was changed, it's that the command that is called by the (old default) bind has been... "fixed".

The command bound to ; is(/was) /slashchat

The help text for /slashchat states: "Starts chat-entry mode with a slash."

However, that's not exactly what /slashchat did. It started chat entry mode, but it did so with <character associated with the key I'm bound to>, not a slash.

That is, if /slashchat was bound to a, pressing a would start chat entry mode, and put an 'a' at the start of the line.
In the case of ;, that resulted in starting chat entry mode with a ';'.

However, recently /slashchat was "fixed" so that it does what it claims to do, start chat entry mode with a slash (regardless of which key it is bound to).
Since ; was bound to /slashchat, this also "broke" ;.


To restore the previous functionality of ;, you can make the following bind:

/bind ; "show chat$$beginchat ;"


Alternatively you can just do "/unbind ;", since it appears that the new default has been changed to the above bind.


 

Posted

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Can't tell you guys how many times I've been hidden, hanging out in a populated area, trying to test an emote...and mistyped it, revealing to everyone in the area that there's an invisible redname.

So, I like this suggestion...and I'm going to pass this suggestion along to programming...but I can't say how difficult it might be to actually implement, whether they have time to do so, or if they even think it's a good idea as well.

[/ QUOTE ]

BABs, you're always welcome to hide out in my SG base on Guardian... plenty of space to practice emotes. That's where I practice mine most of the time.


 

Posted

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There are 4 things at stake here:

  1. Performing an animation. ;yatayata
  2. Describing an animation since there is no actual animation for it, such as <<I roll my eyes.>>
  3. A thought balloon which reveals a toon's thought. **What am I getting into?**
  4. Actual 'spoken' dialogue said aloud. "Your offer sounds too good to be true."

-- snip --



[/ QUOTE ]

The issue I see with numbers 2 and 3 here is the chat window. As far as the chat window is concerned, text emotes are in the third person, so if I type:

/e waves to Zombie Man

the chat window shows:

Alissara waves to Zombie Man

while the bubble itself just holds the text "waves to Zombie Man".

Subject to the standard code rant, it may be possible to put both of these into a floating bubble. But in these two cases, what would you propose putting in the chat window?

-- Edit --

This is not meant to be a showstopper for this. I think it's a great idea, however we need to come up with some solution to this problem if this is going to have a prayer.

So let's put our collective thinking caps on.


Scrappers are just like chainsaws. Somewhat hard to handle, EXTREMELY dangerous, and by far the most fun when wielded by the slightly insane.
@Alissara - an Angry Angel
The Angry Angels. When it absolutely positively has to be spanked today.

 

Posted

[ QUOTE ]
[ QUOTE ]
There are 4 things at stake here:

  1. Performing an animation. ;yatayata
  2. Describing an animation since there is no actual animation for it, such as <<I roll my eyes.>>
  3. A thought balloon which reveals a toon's thought. **What am I getting into?**
  4. Actual 'spoken' dialogue said aloud. "Your offer sounds too good to be true."

-- snip --



[/ QUOTE ]

The issue I see with numbers 2 and 3 here is the chat window. As far as the chat window is concerned, text emotes are in the third person, so if I type:

/e waves to Zombie Man

the chat window shows:

Alissara waves to Zombie Man

while the bubble itself just holds the text "waves to Zombie Man".


Subject to the standard code rant, it may be possible to put both of these into a floating bubble. But in these two cases, what would you propose putting in the chat window?

-- Edit --

This is not meant to be a showstopper for this. I think it's a great idea, however we need to come up with some solution to this problem if this is going to have a prayer.

So let's put our collective thinking caps on.

[/ QUOTE ]

The bolded above has always bugged me. Now, I play with chat bubbles off, and always have - but I like to emote. I like to include actions and speech together in emotes, so that it appears more like a story in the chat window than just a bunch of local chats.

But to do so, I look like an imbecile to people with chat bubbles on, because I have all these "thought bubbles" that aren't really thoughts, and they appear as incomplete sentences (because the syntax is written for my name to appear at the beginning, which it doesn't in the bubble), etc, etc.

Of course, proposing multiple bubbles isn't a bad thing, but why couldn't we just do away with the "thought trail" tailing bubbles, and have the text in the bubble include the character's name, just like the chat window syntax?

Alternatively, just include the character's name in the bubble, please, so the bubble text matches the chat window text? *grovel*


 

Posted

/e or /em Keep this

/say Add this


-Listen to my Light!
-MA #1065 "Star Struck"

 

Posted

Should be trivial to add. Its just another command for the parser to find. For compatability, the /e command would accept both, but the /ec or /ea would only accept specific animations or commands as valid parameters.


Tanker Tuesday #72 Oct 5 @Champion

"I am not sure if my portrayal of being insane is accurate, but damn its fun all the same."

 

Posted

[ QUOTE ]
/e or /em Keep this

/say Add this

[/ QUOTE ]

/say already exists.


"All that crap is grey to me, no XP." - Positron 5/15/05 8:36am . . . The world stopped and silence ensued except for the sound of a crying infant off in the distance.

"Everyone needs to chill the hell out." - BackAlleyBrawler 11/13/08 3:26pm . . . Geeks around the world stopped and blinked.

 

Posted

[ QUOTE ]
Of course, proposing multiple bubbles isn't a bad thing, but why couldn't we just do away with the "thought trail" tailing bubbles, and have the text in the bubble include the character's name, just like the chat window syntax?

[/ QUOTE ]
Also a great idea. I might actually start using text emotes if they stopped looking idiotic.


 

Posted

I have a question someone in this thread probably knows the answer to; at one time, when I'd do an /e command, I could see my own "thought bubble" chat bubbles. I haven't been able to see that for a year or so. My friends can still see mine and theirs, so I'm puzzled what setting may be off for me.

I tried switching "Chat Bubbles" to disabled then reenabled in the Options menu, but that didn't do the trick.

Any ideas?