Closed ChicagoDave closed 8 years ago
I have a fix:
In Output.ts, replace the setChannel function as shown here;
/** If the output channel is changed to any channel other than
* "MAIN", the undefined channel will be initialized.
*/
setChannel(c: string){
if (c === this.channel) return;
this.channel = c;
if (c !== 'MAIN'){
if (this.channelData[c] == undefined) {
this.channelData[c] = '';
}
}
}
And my version of fyrevm-web is updated with the changes to implement document.fyrevm.
There's an UpdateContent function that takes the contents of CMGT (only received on game start) and appends channels to document.fyrevm.
So:
document.fyrevm.mainContent = ChannelData.MAIN document.fyrevm.locationName = ChannelData.LOCN
and so on...
It clears out document.fyrevm each time, so only content-filled channels get set.
This is a work in progress. I can see going in different directions, including giving a template-bound object to FyreVM.Manager that gets updated.
It also recognizes the difference between, text, number, and json and does the right thing.
Oh I couldn't get the "Stop the IFPress!.fyrevm" directory to work so I renamed it and then it started working. Not sure if this is a windows thing or what.
When you select a channel, write to it, then select a different channel, then select the first channel again and write to it, the original content is overwritten. It should always append. I've added a new ulx file to show...the CMGT channel should have 11 lines in it and it only has 1.
Stop the IFPress!.zip