Cray-EventChatNotifications icon

EventChatNotifications

Posts a narrator-style line in the vanilla text chat when a player takes first place on a tracked tab-menu metric (best hole, longest chip-in, average finish time, item pickups, K/O ratio) or when a hole-event lands (hole in one, eagle, birdie, speedrun).

By Cray

CHANGELOG

Changelog

v0.4.1

  • Include the displaced leader in the announcement: Alice took first on longest chip-in from Bob — 27m. First-time leaders (no prior holder) still read as Alice took first on longest chip-in — 27m..

v0.4.0

  • Cut the noise. Only chat now when a player moves into first place on one of the tab-menu leaderboard metrics the vanilla game already tracks: bestHoleScore, longestChipIn, avgFinishTime, itemPickups, and K/O ratio (matchKnockouts / max(1, matchKnockedOut)). Stable tie-break by joinIndex so a true tie doesn't ping-pong "Alice leads / Bob leads / Alice leads" across reconciles. Solo sessions stay quiet (skipped when fewer than two non-spectators are connected).
  • Removed v0.3.0's pairwise score / knockouts / strokes overtake firehose, the per-knockout chat line, the per-shot chip-in line, and the perfect-drive SwingNiceShot VFX hook. Hole-event notifications retained: hole-in-one / albatross / eagle / birdie / condor (via InfoFeed.StrokesMessageData) and speedrun (via SpeedrunMessageData) — the rest is treated as scoreboard-noise that already has a UI surface.

v0.3.0

  • Add stat-pass notifications. Each modded client subscribes to CourseManager.PlayerStatesChanged and tracks pairwise rising-edge transitions on three metrics — match score, knockouts, and strokes (a.k.a. putts). When player A goes from strictly worse than B to tied-or-better, the chat reads [Match] {A} passed {B} on {metric}.. Score and knockouts are higher-is-better; strokes are lower-is-better, so passing on putts means going from "more strokes than B" to "fewer or equal."
  • Initial-state seed is treated as neutral (no cascade of "X passed Y" on first tick).

v0.2.0

  • Add coverage for perfect swings on the driving range (and anywhere outside hole completion): hooked VfxManager.PlayPooledVfxLocalOnlyInternal(SwingNiceShot) and post a [Match] {Player} hit a perfect drive! line, with the swinger resolved by closest-player proximity to the VFX origin. Multi-hit swings are debounced (0.5 s + 1 m) so each shot only posts once.

v0.1.0

  • Initial release. Hooks InfoFeed RPC handlers to mirror the per-stroke / chip-in / speedrun / knockout events into the local text chat as narrator lines. Stat-pass tracking deferred.