15.03.2009, 21:05
Quote:
Originally Posted by Rimeau
public OnVehicleRepair(vehicleid, driverid)
>> Pay'n'Spray |
Originally Posted by Rimeau
public OnVehicleRepair(vehicleid, driverid)
>> Pay'n'Spray |
Originally Posted by trc_
The advantage of voice that is actually integrated in the game, instead of an external program like Ventrilo, is that you can have 3D sound: you actually hear the sound coming from the location where the player is. I imagine this would be a nice feature for e.g. roleplay servers.
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Originally Posted by Karlip
We don't need the servers to have huge lags just because 10 or 12 people wanted a voice chat.
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Originally Posted by Simon
What's to say 10 - 12 people using voice will lag? You shouldn't underestimate the power of a good programmer and today's powerful computers .
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Originally Posted by Zoopaman
Quote:
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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); // ^^^ |
Originally Posted by Seif_
Quote:
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Originally Posted by Seif_ [adream-rp.com
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Pinned thread, does this mean it's being viewed by Kye? |
Originally Posted by Shady91
i think that kye should script a server it would beat all server's out there and i bet it would be like 500/500 players all the time.
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public OnDblClickUser(...)
{
return 1;
}
Originally Posted by Wazza!
Quote:
Besides, hes doing great at the moment, I don't think he'd have time to do both. |
Originally Posted by Shady91
Quote:
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Originally Posted by Raet
The idea of double clicking on a user's name to PM is nice but it shouldn't be limited to PMing. We should be able to script what double clicking will do.
Like pawn Code:
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Originally Posted by Dreftas
Quote:
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public OnDblClickUser(...)
{
OpenPlayerInputBox(playerid, "/pm");
return 1;
}