Cole Crouter
Cole Crouter
After seeing your example, I think I see where my problem is. It looks like the way it's designed is so you would put the "flag" on the last "subcommand",...
Normally, you just have to change ```ts export function ``` To ```ts export default function ``` Right? I can't explain the local reproduction issue, though.
It's been a hot minute since I've had to deal with this error, so I'll check again after work, but I was wrong about the source of the panic. Iirc...
Ok so I do this right before joining: ```go if !isDone { vc.Disconnect() isDone = true return } isDone = false ``` where is done is just a global variable....
On the latest update 0.23, still seems to happen with the new system: ```go var act []*discordgo.Activity act = append(act, &discordgo.Activity{Name: "game", Type: discordgo.ActivityTypeGame}) idle := 10 s.UpdateStatusComplex(discordgo.UpdateStatusData{IdleSince: &idle, Activities:...
Any update on this bad boy? Looking at the code/stack trace, it looks like code involved has remained relatively untouched since this issue was posted. On bad days, I get...
I think this would be _incredibly useful._ Here's a thought: Discord.js's "voiceStateUpdate" event sends two states, and "old" and a "new" one. I think that gets the best of both...
To update, I've been looking deeper into this, and I've found some pretty scary stuff. So, the "Ready" event is (was) _supposed_ to contain guild info, but only contains the...
Ah yea I contradicted myself there. guildCreate and guildReady both do **not** fire (as far as my best attempts go). Ready is empty, as well as getting a guild from...
Agreed. Storing an internal table of users voice states *does* work, but it's so impractical. A solution like this would simplify 99% of use cases. The other 1% can still...