View Full Version : shift i
Fire_optikz001
27th September 2009, 19:41
hey there is a masive bug with Shift i it clears my lapper and nothing comes back except scheduled events and this drives me nuts cause every one does it to bypass my settings and what not
bunder9999
27th September 2009, 19:43
hey there is a masive bug with Shift i it clears my lapper
it's supposed to do that. if you press if a couple times it should reset to normal. :shrug:
Fire_optikz001
27th September 2009, 20:59
it does nothing >.>
erfrag
29th September 2009, 03:47
i noticed this too and assumed that SHIFT+I was to shut off all on-screen modules.
morpha
29th September 2009, 04:15
Shift + I either clears all host buttons or requests buttons from the host, depending on whether there already are buttons or not.
Shift + B does the same for local buttons.
Ideally your InSim should listen for IS_BFN packets and toggle an internal tracking variable upon receiving one with the subtype BFN_USER_CLEAR or BFN_REQUEST. If a client clears the buttons, the InSim application should not send new buttons until the user "re-subscribes" by pressing Shift+I, or Shift+B respectively, causing the client to send an BFN_REQUEST.
To summarize:
BFN_USER_CLEAR -> do not send buttons to that client. Disable time and event controlled buttons, perhaps even send a BFN_CLEAR to clear buttons that might have been sent before BFN_USER_CLEAR arrived but after the client cleared the buttons.
BFN_REQUEST -> create all buttons, enable time and event controlled buttons for that client.
Fire_optikz001
29th September 2009, 21:57
ok so how would i do it i found this
void managePacket(InSim.Decoder.BFN bfn)
{
infoPlayer currInfoPlayer;
currInfoPlayer = listOfPlayers.getPlayerByUCID(bfn.UCID);
if (currInfoPlayer == null)
return;
if (currInfoPlayer.PLID == -1)
return;
if (bfn.SubT == (int)InSim.bfn.BFN_USER_CLEAR)
currInfoPlayer.playerBox.deleteAllButton(currInfoP layer, newCfg);
}
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