18.03.2009, 01:00
Quote:
Originally Posted by Simon
Some ideas to chuck in..
Client: Show "speaker" icon above talkers head. Allow clients to mute players / all voices. Show mutes in tab board (have a "mute" column, with a tick box symbolising if the player is muted or not) New server variables: clientmute 0/1 // Allow clients to mute, the server owner may deem the gamemode requires users to hear each other. voice 0/1 // Global voice chat toggle. New functions: ToggleGlobalVoiceFading(bool:toggle); // Toggle between voice distance fading and no fading. LimitGlobalVoiceRadius(Float: distance); // Allow a radius for chatting. The voices will fade into the specified distance (if fading is on). SendVoiceToAll(); // Admin announcements in a server with radius chat. Maybe for mute overrides by script. SendVoiceToPlayer(playerid, Float: volume); // Usable only in *Speak callbacks. Takes the current voice and sends it to the playerid. ShowPlayerMutedPlayer(playerid, muteplayer); // Server control over the mutes showing in tab board. New callbacks: OnPlayerSpeak(playerid); // Called when the player speaks. Return 0 means no voice is sent unless SendVoiceToPlayer is used, return 1 means voice is sent to everyone. OnPlayerTeamSpeak(playerid, teamid); // Called when the player speaks to team (like OnPlayerTeamPrivmsg etc). Returns same as above. OnPlayerMutePlayer(playerid, muteid); // Could be useful for automated systems detecting if someone is just annoying using voice (e.g. x% of server mutes = kick). OnPlayerUnMutePlayer(playerid, muteid); // ^^^ |
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