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Author Topic: A client-side command to ignore specific player + disable chat beep  (Read 13557 times)
Cacatoes
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« on: September 11, 2011, 02:12:00 PM »

Goal is to provide some way for players to limit annoyance/spam made by particular players.

Right now:
- we have sv_floodprotect 1
- we have a !mute command which doesn't work
- there is even a cg_ignore set to 0 which does nothing
- cg_teamchat*

Could be:
/cg_ignore 0/1 -> (dis/en)able filters
/cg_ignoreAdd playername
/cg_ignoreRemove playername
/cg_ignoreList

Some way to disable chat beep would also be nice. I haven't checked which cvar was commonly used in mods implementing that feature.
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Peter Silie
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« Reply #1 on: September 11, 2011, 02:38:01 PM »

Should the default list contain a known player?
scnr
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Cacatoes
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« Reply #2 on: October 05, 2011, 03:39:37 AM »

Reposting on this topic to insist a bit on the importance of that issue.
There has been several complains for people who spam servers.
It'd be nice if people could solve at least that annoyance, since it's often accompanied by some others (camping, etc ...) who piss them off too.

Edit: adding a few chatbeep sounds
- a softer one (I don't like it so much, but it should be less agressive than current one)
- a silent one (in order to mute chat beeps)

Get them: http://download.tuxfamily.org/openarena/files/pk3/chatbeep/



« Last Edit: October 05, 2011, 04:10:04 AM by Cacatoes » Logged

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Bane
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« Reply #3 on: October 05, 2011, 05:47:53 AM »

One of the best ideas you have come up with Cacatoes.
F1 all the way!
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fromhell
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« Reply #4 on: October 05, 2011, 06:48:20 AM »

Even better, maybe an ENGINE-SIDE override for calling the chat noise (for mods, and dodging pk3 purity perhaps, etc)

like

cl_chatnoise "sound/player/talk.wav"

It would work by intercepting sound/player/talk.wav at the "builtins" level, playing the noise specified in this cvar instead. The cvar's default value would be the path to the original noise

because right now, it's cgame that controls the sound/player/talk.wav noise.
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I do not provide technical support either.

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RMF
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« Reply #5 on: October 06, 2011, 12:59:40 AM »

Yesterday evening I was wondering why /cg_nochatbeep was in my /cvarlist, but did not do anything at all.
Muting individual players would be better though. Only some LoLler* was spamming the chat (and it was not even scassapalle this time, lol).

*LoL is an italian clan.
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GrosBedo
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« Reply #6 on: July 04, 2012, 11:42:21 PM »

A few other ioquake3 derived games already implements mute/unmute commands (eg: some Urban Terror builds). From what I saw, it should be pretty easy to port.

Also a few mods also implements this functionnality for OA, such as ExcessivePlus.
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