In response to Nadrew
This is ingame. If I didn't hint enough in my last post... I have a watch verb, and an edit sight verb. That's what I have to work with in total... Is there any way to get the text output when my client eye... Or whatever it may be using to see the text output of the person I'm watching?
In response to Gotrax
Sight is irrelevant to hearing.
In response to Gotrax
Not if the text isn't output to the viewers() of the person you're watching.
In response to Jemai1
That couldn't be true, I set my sight to 9 and couldn't hear myself... there are multiple settings that I can put it that don't allow me to hear certain things...
In response to Gotrax
That's because the person who programmed the game made that output dependent on the view() proc. 9 made it so you couldn't see yourself, therefore you couldn't hear yourself. If you don't have access to the source of the game you're not gonna be able to change this behavior.
In response to Gotrax
No hearing or the actual nature of the message being output is involved, but the way it's being output, which is according to visibility, as is most BYOND games tend to do (often erroneously using view()), even though normally you wouldn't particularly want to make "hearing" depend on visibility.
As for your issue of trying to accomplish allowing players observing others (via an eye change) to be able to receive messages being output to that area, sight has nothing to do with it, and frankly I don't think there's any way of doing that with a simple single change, even if you use viewers() (contrary to what Nadrew said). You'd have to do it "the hard way", i.e. manually accomplish this when you output messages to bystanders.

However, what you could do and have it work fine naturally is change the actual player's mob instead of eye when he's looking somewhere else (observing), and if he's observing a mobile target then have that mob automatically follow it. Then it will of course work exactly the same if the player was there, because he is. You'll want to make sure that mob isn't interactable in any way, of course (this goes more than just giving it no icon and no density*).
*: Giving that mob an invisibility value of 101 will help with that by excluding it from some lists, but then you have to make sure you used the proper perspective procs for your message outputs (basically, this means use viewers() or hearers() instead of view()).

You probably didn't understand everything, so use the Reference to read on 'mob var (client)', view(), viewers(), etc.
In response to Kaioken
Alright... I have an edit seeinvis verb.... It also uses number variables... anything on that one?
In response to Gotrax
There is nothing you can do with the tools at your disposal. Full stop.
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