MU Soapbox

    • Register
    • Login
    • Search
    • Categories
    • Recent
    • Tags
    • Popular
    • Users
    • Groups
    • Muxify
    • Mustard

    Quiet Room

    MU Questions & Requests
    5
    8
    1042
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • BlackDahlia
      BlackDahlia last edited by

      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?

      1 Reply Last reply Reply Quote 0
      • Taika
        Taika last edited by

        What codebase?

        cityofshadowsmux.com:2860 // http://cityofshadowsmux.com/index.php/Main_Page

        BlackDahlia 1 Reply Last reply Reply Quote 0
        • Ashen-Shugar
          Ashen-Shugar last edited by Ashen-Shugar

          Penn:
          @lock/speech (on location)
          @lock/interact (on player)
          GAG flag (on player)
          @hooking say and pose

          MUX & TM3
          @lock/speech + Auditorium [flag] (on location)
          SLAVE flag (on player)
          @icmd (on location or player)
          REALITY LEVELS
          @hooking say and pose

          Rhost:
          @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 pose

          There'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.

          1 Reply Last reply Reply Quote 2
          • BlackDahlia
            BlackDahlia @Taika last edited by

            Thank you @Ashen-Shugar & @Taika !

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

              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.

              Thenomain Ashen-Shugar 2 Replies Last reply Reply Quote 1
              • Thenomain
                Thenomain @skew last edited by

                @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.

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

                1 Reply Last reply Reply Quote 0
                • Taika
                  Taika last edited by

                  Bugger. Do I need to update CoS?

                  cityofshadowsmux.com:2860 // http://cityofshadowsmux.com/index.php/Main_Page

                  1 Reply Last reply Reply Quote 0
                  • Ashen-Shugar
                    Ashen-Shugar @skew last edited by

                    @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 disconnect

                    You 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.

                    1 Reply Last reply Reply Quote 1
                    • 1 / 1
                    • First post
                      Last post