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Replay format and chat-based triggers

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Level 3
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Oct 13, 2012
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Let's say player posts "-random" chat message with "team only" visibility to get a random hero in yet another Dota-like custom map.

AFAIK, replay file doesn't contain chat messages by enemy team members unless they posted message to all players or it is replay by bot.

I wonder how the game would reproduce fact that player randomed hero in replay saved by enemy team member?
 
Level 3
Joined
Oct 13, 2012
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http://w3g.deepnode.de/files/w3g_actions.txt
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
0x60 - Map trigger chat command (?) [ n bytes ] [APM-]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
1 dword - unknownA
1 dword - unknownB
n bytes - null terminated string (chat command or trigger name)

Note:
o unknownA == unknownB so far
It looks like the answer, but trigger may depend on user's chat message and now I'm not sure that replay doesn't contain foe's messages. Need to investigate it later.
 

~El

Level 17
Joined
Jun 13, 2016
Messages
556
The game only records chat messages that can execute a trigger. If you have triggers that look for chat messages that start with "hello", then the replay file will contain anything that starts with "hello". If you have a trigger that match on all strings, then your replay will contain effectively all chat by all players.

It's not possible to hide enemy messages while also making sure that chat triggers work for everyone.
 
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