View Full Version : Problems with group invites workaround
Phanes
04-17-2009, 09:53 AM
I noticed this too and in my big button macro I put accept group at the top of the macro. It does work but sometimes I have to it three or four times. So I just spam it now and they all get in group.
Remove this from your macro and it won't auto-deny:
/script StaticPopup_Hide("PARTY_INVITE");
However, it will leave the invite popup opened.
Similar behavior occurs with might occur with:
/script StaticPopup_Hide("QUEST_ACCEPT");
DgtlSorcrs
04-17-2009, 10:40 AM
Remove this from your macro and it won't auto-deny:
/script StaticPopup_Hide("PARTY_INVITE");
However, it will leave the invite popup opened.
Similar behavior occurs with:
/script StaticPopup_Hide("QUEST_ACCEPT");
Unfortunately, I haven't been able to test that one as I haven't run into any party-wide-event quests since the update.
Thanks for the heads-up... will see about using a similar workaround for that functionality. Makes sense I guess... just didn't occur to me.
Thanks.
UPDATE:
Just checked the Blizzard interface code, and the definition for QUEST_ACCEPT is quite different from PARTY_INVITE. Specifically, PARTY_INVITE looks like they have a "if I'm hidden and they didn't click yes, then DeclineGroup() whereas the QUEST_ACCEPT code just has either AcceptQuest() if they click yes and no Decline path.
I'm far from an expert, and if you're telling me you've seen this activity, then I need to dig deeper as it doesn't appear to be accepting/declining in the same way that the PARTY_INVITE does.
from blizzard interface staticPopup.lua:
StaticPopupDialogs["PARTY_INVITE"] = {
text = INVITATION,
button1 = ACCEPT,
button2 = DECLINE,
sound = "igPlayerInvite",
OnShow = function(self)
self.inviteAccepted = nil;
end,
OnAccept = function(self)
AcceptGroup();
self.inviteAccepted = 1;
end,
OnCancel = function(self)
DeclineGroup();
end,
OnHide = function(self)
if ( not self.inviteAccepted ) then
DeclineGroup();
self:Hide();
end
end,
timeout = 60,
whileDead = 1,
hideOnEscape = 1
};
See how it defines OnHide with a check for whether they accepted and if not, to decline?
Now, here's the definition for QUEST_ACCEPT:
StaticPopupDialogs["QUEST_ACCEPT"] = {
text = QUEST_ACCEPT,
button1 = YES,
button2 = NO,
OnAccept = function(self)
ConfirmAcceptQuest();
end,
timeout = 0,
exclusive = 1,
hideOnEscape = 1
};
So, there's no explicit Decline going on there.
Again, this is just my interpretation of the Bliz interface code and I could very easily be wrong.
Remove this from your macro and it won't auto-deny:
/script StaticPopup_Hide("PARTY_INVITE");
However, it will leave the invite popup opened.
Similar behavior occurs with:
/script StaticPopup_Hide("QUEST_ACCEPT");
Really? Oh my, Unfortunately, I haven't been able to test that one as I haven't run into any party-wide-event quests since the update.
Thanks for the heads-up... will see about using a similar workaround for that functionality. Makes sense I guess... just didn't occur to me.
Thanks.
Sorry, that was an assumption I made. (I edited my post)
DgtlSorcrs
04-17-2009, 11:07 AM
Remove this from your macro and it won't auto-deny:
/script StaticPopup_Hide("PARTY_INVITE");
However, it will leave the invite popup opened.
Similar behavior occurs with:
/script StaticPopup_Hide("QUEST_ACCEPT");
Really? Oh my, Unfortunately, I haven't been able to test that one as I haven't run into any party-wide-event quests since the update.
Thanks for the heads-up... will see about using a similar workaround for that functionality. Makes sense I guess... just didn't occur to me.
Thanks.
Sorry, that was an assumption I made. (I edited my post)Oops, I Edited MY post too... lol Gonna just start replying instead of updating self. :)
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