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Mod-side control of spectator pause.
Posted: 11 Feb 2010, 22:20
by Saktoth
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.
Re: Mod-side control of spectator pause.
Posted: 11 Feb 2010, 22:40
by Forboding Angel
+1
Re: Mod-side control of spectator pause.
Posted: 11 Feb 2010, 22:47
by imbaczek
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.
Re: Mod-side control of spectator pause.
Posted: 11 Feb 2010, 22:50
by Auswaschbar
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.
Posted: 11 Feb 2010, 22:51
by imbaczek
or host-only unsynced-network lua callin.
Re: Mod-side control of spectator pause.
Posted: 11 Feb 2010, 22:53
by Auswaschbar
imbaczek wrote:or host-only unsynced-network lua callin.
This would not work on dedicated hosts.
Re: Mod-side control of spectator pause.
Posted: 11 Feb 2010, 23:18
by jK
/nopause
-> host can still pause
Re: Mod-side control of spectator pause.
Posted: 11 Feb 2010, 23:26
by Beherith
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.
Posted: 11 Feb 2010, 23:35
by Regret
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)
Actually it pauses as long as the widget is turned on and game is not 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.
Posted: 11 Feb 2010, 23:59
by CarRepairer
Regret wrote: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)
Actually it pauses as long as the widget is turned on and game is not paused.
And I ever used it only once and even that by accident (forgot to turn it off after messing around in private game).
lolregret
Re: Mod-side control of spectator pause.
Posted: 12 Feb 2010, 00:17
by Gota
Widget that pauses when an atlas is at x distance from your com?
Re: Mod-side control of spectator pause.
Posted: 13 Feb 2010, 09:11
by KDR_11k
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.
Posted: 13 Feb 2010, 23:09
by Sausage
+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.
Posted: 15 Feb 2010, 21:55
by Regret
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.
Making it a modoption is equivalent of making it host-side. (modoptions get set by the host)
Re: Mod-side control of spectator pause.
Posted: 15 Feb 2010, 22:29
by Tobi
mod-side != modoption
(although mod could decide to make it host-settable using a modoption)