Quiet Room
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I know this is a n00b question, but I'm going to ask it anyway. How does one keep the quiet room, quiet? Is there a mute, or a silent flag for a room that I'm missing?
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What codebase?
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Penn:
@lock/speech (on location)
@lock/interact (on player)
GAG flag (on player)
@hooking say and poseMUX & TM3
@lock/speech + Auditorium [flag] (on location)
SLAVE flag (on player)
@icmd (on location or player)
REALITY LEVELS
@hooking say and poseRhost:
@lock/speech + Auditorium (flag) (on location)
SLAVE flag (on player)
FUBAR flag (on player)
@icmd (on location, player, or zone)
REALITY LEVELS
@hooking say and poseThere's probably a few clever ways I didn't touch, but that's the majority of the ways to lock down a room (or a player in a room) from talking.
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Thank you @Ashen-Shugar & @Taika !
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If you're using TinyMUX (which I know you are), there's no way to squelch the connect/disconnect (and the leave/arrive?) messages unless you have @Chime's fork. Which a certain cephalopod has just recently informed me has had a very minor update to handle some SSL something something something.
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@skew said in Quiet Room:
If you're using TinyMUX (which I know you are), there's no way to squelch the connect/disconnect (and the leave/arrive?) messages unless you have @Chime's fork. Which a certain cephalopod has just recently informed me has had a very minor update to handle some SSL something something something.
Because I broke her code.
.
.
.
Again.
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Bugger. Do I need to update CoS?
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@skew said in Quiet Room:
If you're using TinyMUX (which I know you are), there's no way to squelch the connect/disconnect (and the leave/arrive?) messages unless you have @Chime's fork. Which a certain cephalopod has just recently informed me has had a very minor update to handle some SSL something something something.
MUX 2.12 seems to already have arrive/leave handled by blind (on target player or location).
So to add this functionality to connect/disconnect, you need to edit netcommon.cpp in three locations.
One to handle connect/reconnect
One to handle disconnect
One to handle partial disconnectYou look for this section:
if ( loc != NOTHING && !( Hidden(player) && Can_Hide(player)))
And modify it to this:
if ( loc != NOTHING && !( Hidden(player) && Can_Hide(player)) && !(Blind(loc) || Blind(player)))
You should then be good to go.