Chirper now has a mod api. Can be moved and removed!

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FourWinds

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Aug 18, 2014
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Yeah, based on what I've seen today (wiki, stream, and other streams) I'm in, and I'll break the no-preorder principal too. I do have some little concerns about lane use (aka AI path-finding dogma I think) and some other niggles, but I also think that CO will do as much as they can to optimise what is possible within what they have made here.

TLDR: This is a game that I think want to play for some time to come, so I'm in too. Bitching mode disengaged; fun mode cranked to ten.
 

GrauPanther

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Nov 23, 2012
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I didn't see that unless the chirps are pulled from an external file
I see destroy, show\hide, move, sync message and delete message, I didn't see an add\show message did I miss something?

void OnNewMessage(IChirperMessage message);

Not really sure, but it looks like one can create and pass a message, although I haven't seen a description of the IChirperMessage interface yet. Maybe in a next update to the API docs?

It does make sense for new buildings from modders to be able to send messages. Of course, I may be wrong...
 

KnightHawkTFC

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Mar 5, 2015
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void OnNewMessage(IChirperMessage message);

Not really sure, but it looks like one can create and pass a message, although I haven't seen a description of the IChirperMessage interface yet. Maybe in a next update to the API docs?

It does make sense for new buildings from modders to be able to send messages. Of course, I may be wrong...
That would make sense but the above just allows you trap the newmessage function\event call .. of course I may be wrong.