Mod-side control of spectator pause.
Moderator: Moderators
Mod-side control of spectator pause.
It would be nice if the mod could control whether spectators can pause or not. Often in CA, spectators will pause for droppers, laggers, desync, to help resolve bugs or UI issues or help noobs who havent figured out the mex and solar thing.
This is just common courtesy and the majority of the players do not mind, because it makes for a better game if all players are actually able to play.
We have not had anyone trolling us with spectator pauses, and such players can be kicked easily anyway, so its simply a loss of functionality.
This is just common courtesy and the majority of the players do not mind, because it makes for a better game if all players are actually able to play.
We have not had anyone trolling us with spectator pauses, and such players can be kicked easily anyway, so its simply a loss of functionality.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Mod-side control of spectator pause.
actually, i'm for a more complex proposal: enable some spectators to pause (and perform other interesting commands) and some not. useful for e.g. referees.
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- Spring Developer
- Posts: 1254
- Joined: 24 Jun 2007, 08:34
Re: Mod-side control of spectator pause.
The only possibility I see so far is a tag (could be global, or per player) in script.txt for that.
Re: Mod-side control of spectator pause.
or host-only unsynced-network lua callin.
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- Spring Developer
- Posts: 1254
- Joined: 24 Jun 2007, 08:34
Re: Mod-side control of spectator pause.
This would not work on dedicated hosts.imbaczek wrote:or host-only unsynced-network lua callin.
Re: Mod-side control of spectator pause.
/nopause
-> host can still pause
-> host can still pause
Re: Mod-side control of spectator pause.
The only thing ive seen that even remotely resembles abuse of pause is regrets keep paused widget (yeah it auto repauses after regret paused)
Re: Mod-side control of spectator pause.
Actually it pauses as long as the widget is turned on and game is not paused.Beherith wrote:The only thing ive seen that even remotely resembles abuse of pause is regrets keep paused widget (yeah it auto repauses after regret paused)

And I ever used it only once and even that by accident (forgot to turn it off after messing around in private game).
- CarRepairer
- Cursed Zero-K Developer
- Posts: 3359
- Joined: 07 Nov 2007, 21:48
Re: Mod-side control of spectator pause.
lolregretRegret wrote:Actually it pauses as long as the widget is turned on and game is not paused.Beherith wrote:The only thing ive seen that even remotely resembles abuse of pause is regrets keep paused widget (yeah it auto repauses after regret paused)![]()
And I ever used it only once and even that by accident (forgot to turn it off after messing around in private game).
Re: Mod-side control of spectator pause.
Widget that pauses when an atlas is at x distance from your com?
Re: Mod-side control of spectator pause.
Mod side makes no sense, shouldn't that be host-side? There's no reason why spectators should be more capable of pausing one mod than another.
Re: Mod-side control of spectator pause.
+1 to this idea. There was a good screenshot for me to take earlier but I was lagging bad because I was on full graphics. I tried to pause to take it but it wouldn't let me and I missed the opportunity.
Re: Mod-side control of spectator pause.
Making it a modoption is equivalent of making it host-side. (modoptions get set by the host)KDR_11k wrote:Mod side makes no sense, shouldn't that be host-side? There's no reason why spectators should be more capable of pausing one mod than another.
Re: Mod-side control of spectator pause.
mod-side != modoption
(although mod could decide to make it host-settable using a modoption)
(although mod could decide to make it host-settable using a modoption)