Joined: 02 Dec 2011, 22:31 Location: North Dakota, US
+1 If it could, that would be neat. I have always very much appreciated the ability to mute trolls in modern console FPS, and it would probably help with the Trolling/ban complaints here as well.
Failing that, is there anyway to mute a player ingame?
I think not engine side, but adding that to chat console widgets should be possible.
I dunno, I think engine side would kind of make sense. When would a game ever not want this function? Just a nice /ignore {playername} is simple enough.
Joined: 22 Feb 2006, 01:02 Location: cheap kitchen
Jazcash wrote:
knorke wrote:
Quote:
Failing that, is there anyway to mute a player ingame?
I think not engine side, but adding that to chat console widgets should be possible.
I dunno, I think engine side would kind of make sense. When would a game ever not want this function? Just a nice /ignore {playername} is simple enough.
Yea, ultimately it would be better engine side. But it would take longer, because there are fewer devs and release are further apart. Some things are technically possible "today" already:
-One could add a mute-button to advanced playerlist, which does a Spring.SendLuaUImessage thing to the red_console.lua (or what its called) to not show messages from the muted player.
/ignore {playername} would need autocomplete (not sure if that is possible unless you redo the "enter chat" thing) for trolltastic long playernames. (with button it would not be needed anyway)
-kicking from game might be possible by having a gadget that executs Spring.SendCommands ("quit") (?) when recieving a message to do so.
Preventing rejoin is not possible I think..of course you could just kick again but thats not so nice. This would need change in engine(?) or autohost (?)
Joined: 22 Feb 2006, 01:02 Location: cheap kitchen
Jazcash wrote:
Just a nice /ignore {playername} is simple enough.
I added that to BA's red console chat: (original widget by Regret) The "blocked message by xxx" was just for test. (put it back in if you want to go all "lalala i cant hear you")
Works like this: /mute playername mutes a player /mute playerA playerB mutes playerA and playerB (seperate by space) /unmute playername unmutes a player /unmute unmute everybody must use correct spelling of names
http://pastebin.com/kGqLkAME It is a bit hacky...the parts where I made changes are marked with --mute-- In F11 it shows as "Red Console (knorke mute test)" So disable the original. I only tested briefly with a replay so report back how fail it is.
Just a nice /ignore {playername} is simple enough.
I added that to BA's red console chat: (original widget by Regret) The "blocked message by xxx" was just for test. (put it back in if you want to go all "lalala i cant hear you")
Works like this: /mute playername mutes a player /mute playerA playerB mutes playerA and playerB (seperate by space) /unmute playername unmutes a player /unmute unmute everybody must use correct spelling of names
http://pastebin.com/kGqLkAME It is a bit hacky...the parts where I made changes are marked with --mute-- In F11 it shows as "Red Console (knorke mute test)" So disable the original. I only tested briefly with a replay so report back how fail it is.
Epic! That's an awful lot of code you're rockin' there. I wanna try and implement this into IceUI, as they're different frameworks would it be an easy job? Or would it take quite a bit of unique code I'd have to write myself?
Joined: 22 Feb 2006, 01:02 Location: cheap kitchen
no, no I did not write all that. It is the gui_red_console.lua from BA, I only added the muting which was just some dozen lines.
Yes, basically it would work the same for IceUI. (did not look at it though) Find the part where a new message is added to chat, if the player is muted, do not add the message. If you have a link to IceUI I could probally add it.
I mean, ideally the lobby protocol should have the same sort of features as a channel should plus more. Like in a channel, you can mute a player for a number of minutes. Would be nice if that was possible in a battle/battle lobby too.
One problem still remains: the sound effect *bing* still remains when a muted player says something which is a bit irritating. Any idea how to prevent that? I guess that sound effect is from the engine's console. Best would be to disable that entirely and play a sound effect from within the widget.
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