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    Suppressing "has left" in TinyMUX

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    • Hexagon
      Hexagon last edited by

      There seem to be a few options to suppress the "has left" and "has arrived" tags in TinyMUX.

      1. Set the BLIND flag on the location (or player).
        It completely suppresses the tags but still executes @*succ and @*fail messages. I don't think it's possible for a parent object to pass its flags to children, however.

      2. Set @*leave messages.
        @leave and @oleave are supposed to decide what the player and others see when you leave a thing or room, but this seems to happen in addition to the tags.

      The tags are superfluous in an environment with properly set @*succ @*fail @*drop messages. Is there a better way to remove them than blind every room?

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      • T
        ThatGuyThere last edited by

        Off topic, I just wanted to point out they are not totally superfluous since they inform you if someone @tels in without using one of the exits, for example from a +meetme command or even just the old fashioned @tel way.

        Hexagon 1 Reply Last reply Reply Quote 0
        • Rook
          Rook last edited by

          Common building practices enforce @odrop/@osucc, and most @tel usage is softcoded now, which can be coded to do the emits. If not, set an @otport on a Player Parent Object, or set/lock it in CharGen.

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          • Hexagon
            Hexagon @ThatGuyThere last edited by

            @ThatGuyThere Perhaps I should have said they are superfluous in my environment with properly set@*succ @*fail and @*drop messages. The rooms are not set as teleport_ok and the area amounts to a game board. It's basically multiplayer IF, with coded areas, NPCs, and the like.

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            • Hexagon
              Hexagon last edited by

              I suppose I could set players as BLIND upon entry into the game area, but I'm not sure of a good way to know when to unset that flag. Returning home would bypass the conventional escapes.

              Changing the player's parent to a nested parent upon entry runs into the same problem.

              I wish there was a way to do like a zone player parent: when you are in this zone, this is your parent.

              Any other way to do this besides blinding every single room in the area?

              Thenomain 1 Reply Last reply Reply Quote 0
              • skew
                skew last edited by

                Could you give a little more detail on what you're trying to accomplish?

                You want players to be able to enter/leave multiple rooms without other players knowing?

                Derp 1 Reply Last reply Reply Quote 0
                • Thenomain
                  Thenomain @Hexagon last edited by

                  @Hexagon

                  You can set admin privileges on individual flags, so that a non wizard could not set or unset the Blind flag.

                  “If you wish to make an apple pie from scratch, you must first invent the universe.”
                  ― Carl Sagan, Cosmos

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                  • Derp
                    Derp Admin @skew last edited by

                    @skew said in Suppressing "has left" in TinyMUX:

                    Could you give a little more detail on what you're trying to accomplish?

                    You want players to be able to enter/leave multiple rooms without other players knowing?

                    Hex is wanting to suppress the double message stuff you get when people come in.

                    Derp walks in through the side door.
                    Derp has arrived.

                    Derp walks out onto the patio.
                    Derp has left.

                    That 'has arrived' and 'has left' stuff is superfluous, is what they're saying, and they want to find a way to suppress that default message there.

                    Racism isn't Tinkerbell. It doesn't need you to believe in it for it to exist.

                    skew 1 Reply Last reply Reply Quote 0
                    • skew
                      skew @Derp last edited by

                      @Derp Ooooh. Ok. Thanks.

                      Yeah, I can't help! But I understand!

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