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03-20-18, 08:32 PM   #1
galvin
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Is there an event for someone declining group invite?

I send out an invite. If they don't accept the invite 60sec later. It tells me that person declined the invite.

But are there events that tell me when someone declines an invite or is already in a group?
Making a mod that you can invite people. But the mod needs to know if that person declined or not.

Or if there is a way to determine if the person you want to invite. Can be invited. I cant find any api calls that allow you to determin if another player is in a group or not.

Last edited by galvin : 03-20-18 at 09:33 PM.
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03-21-18, 12:56 PM   #2
Seerah
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Have you tried having a friend help you experiment while using /eventtrace?
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03-21-18, 05:02 PM   #3
galvin
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Didn't know about that command. I'll give it a try

Thanks
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03-21-18, 06:44 PM   #4
Ammako
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You can also do EventTraceFrame:UnregisterEvent("EVENT_NAME") to remove some of the more annoying unrelated events that fire way too often, like COMBAT_LOG_EVENT_UNFILTERED, until you're comfortable enough with how many events show up in the frame (makes it a whole lot easier to read, it can be very hectic and unreadable at times.)
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03-21-18, 09:08 PM   #5
Kanegasi
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Originally Posted by Ammako View Post
You can also do EventTraceFrame:UnregisterEvent("EVENT_NAME") to remove some of the more annoying unrelated events that fire way too often, like COMBAT_LOG_EVENT_UNFILTERED, until you're comfortable enough with how many events show up in the frame (makes it a whole lot easier to read, it can be very hectic and unreadable at times.)
If you mouse over the entries in the window, there are little red Xs. Clicking an X removes all events of that name already in the window and prevents them from showing until the next time you bring the window up. If you're looking for a specific event, let the window fill up for a few seconds, scroll up, then carefully prune the window. I usually move, jump, hit some keys, and mouseover/target things to get most common events to show so I can clear them if I'm going to let the window run for a bit.
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03-22-18, 03:50 AM   #6
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Chat-Events are fired. Guess parsing them would help in your case.
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03-22-18, 07:24 AM   #7
Ammako
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Originally Posted by Kanegasi View Post
If you mouse over the entries in the window, there are little red Xs. Clicking an X removes all events of that name already in the window and prevents them from showing until the next time you bring the window up. If you're looking for a specific event, let the window fill up for a few seconds, scroll up, then carefully prune the window. I usually move, jump, hit some keys, and mouseover/target things to get most common events to show so I can clear them if I'm going to let the window run for a bit.
Oh that's good to know, didn't realize you could do that. Well at least I guess what I've been doing has been working for me.
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03-22-18, 05:24 PM   #8
Xrystal
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Originally Posted by Kanegasi View Post
If you mouse over the entries in the window, there are little red Xs. Clicking an X removes all events of that name already in the window and prevents them from showing until the next time you bring the window up. If you're looking for a specific event, let the window fill up for a few seconds, scroll up, then carefully prune the window. I usually move, jump, hit some keys, and mouseover/target things to get most common events to show so I can clear them if I'm going to let the window run for a bit.
Yeah that's the way I've always used it .. but didn't realise I could do that programmatically as sometimes I close the window in error and have to repeat the whole process. So thanks Ammako for that additional bit of information.
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03-22-18, 08:05 PM   #9
Ammako
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Sometimes when I'm lazy and just want to track one specific event, and don't feel like writing my own frame and event handler for it, I just EventTraceFrame:UnregisterAllEvents() and re-register just the one I event I want to check.
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03-30-18, 05:05 PM   #10
galvin
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Just an update. This isn't too bad. I don't even have to read the chatline.
I can use CHAT_MSG_SYSTEM.

This passes back the text for of any yellow messages.

So fairly easy to make something from this.

Different languages may be a problem though.

Last edited by galvin : 03-30-18 at 08:22 PM.
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03-30-18, 11:13 PM   #11
myrroddin
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Originally Posted by galvin View Post
Just an update. This isn't too bad. I don't even have to read the chatline.
I can use CHAT_MSG_SYSTEM.

This passes back the text for of any yellow messages.

So fairly easy to make something from this.

Different languages may be a problem though.
That is why global strings exist.
Lua Code:
  1. ERR_DECLINE_GROUP_S = "%s declines your group invitation."
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03-31-18, 01:59 PM   #12
galvin
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Yeah I found that. There used to be a globals.lua file. But looks like they took it out. But the global strings like the one you posted are still the same. Yeah I'm going to use those.
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04-01-18, 01:06 AM   #13
Yukyuk
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Global strings

You can find the global strings here:
GlobalStrings
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