Votemute
-
This game really needs a votemute feature to shut those pesky complainers up without kicking them from the game.
-
Need a working mute feature first.
-
Well, that would be step 1, aye?
-
I would like to mute the vote window.
-
I like the idea so I implemented it for my mod as an admin command to (un)mute single players.
A muted player is not able to post any messages in chat.PlayerController Code (can be used in any mod, just change the PlayerController class):
var bool isChatMuted; exec function AdminMute(optional String PlayerName) { ServerListAndSaveMatchingPlayers(PlayerName, "enter \"ConfirmMute X\" in the console to mute player X"); } exec function AdminUnmute(optional String PlayerName) { ServerListAndSaveMatchingPlayers(PlayerName, "enter \"ConfirmUnmute X\" in the console to unmute player X"); } exec function ConfirmMute(int Num) { ServerConfirmMute(Num, true); } exec function ConfirmUnmute(int Num) { ServerConfirmMute(Num, false); } reliable server function ServerConfirmMute(int Num, bool mute) { local SandcastlePC P; if(Worldinfo.Game.AccessControl.IsAdmin(self)) { if(Num < 0 || Num >= MatchingPlayerControllers.Length) { ClientDisplayConsoleMessage("No matching player"); return; } P = SandcastlePC (MatchingPlayerControllers[Num]); if(P == none) { ClientDisplayConsoleMessage("Player is invalid (maybe they left?)"); return; } ClientDisplayConsoleMessage( ( mute ? "Muting" : "Unmuting") @P.PlayerReplicationInfo.PlayerName@"--"@Class'OnlineSubsystem'.static.UniqueNetIdToString(P.PlayerReplicationInfo.UniqueId)); P.isChatMuted = mute; } } reliable server function SendChatMessage(string Message, EAOCFaction DesignatedTeam) { if(!isChatMuted) { super.SendChatMessage(Message, DesignatedTeam); } } defaultproperties { isChatMuted = false }
-
Has to be a modded server though. Coloured servers scare people away.
-
Ooh, I like that lemon, thanks.