mob/owner/verb
Mute( mob/M in world)
usr.muted=1
src<<"<font color = blue>[M.name] has been muted."
mob/owner/verb
UnMute( mob/M in world)
usr.muted=0
src<<"<font color = blue>[M.name] has been unmuted."
obj
hud
HUD
layer = MOB_LAYER + 1
icon = 'HUD.dmi'
worldsay
icon_state = "worldsay"
Click()
var/t = input("OOC")as null|text
world << "<font color = Red>\[OOC\][usr]:[t]"
New(client/C)
screen_loc = "1,1"
C.screen+=src
ID:163154
Oct 3 2007, 9:54 am
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Thats wat im using but i want to add a system that when you click the worldsay HUD if ur muted it doesnt let u say anything but if your not it lets you say stuff
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In response to Lyndonarmitage1
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Not realy or i wouldnt have asked for help so can you help me with it pls.
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In response to Lyndonarmitage1
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Using a global mute list may have its uses, but you shouldn't be consulting it during every say. Instead, the mob or client can carry a simple var that says whether they're muted or not. Of course that var should be a var/tmp so it doesn't save, and should be set when they log in and whenever mute status changes.
Lummox JR |
In response to Lummox JR
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Hmm i dont get that can u make an example
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In response to Chrislee123
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Ok, you've done all this wrong, firstly. when you did the mute verbs, it will mute the user instead of the mob.
This should work. mob/owner/verb |
mob/owner/verb Mute( mob/M in world) M.muted=1 src<<"<font color = blue>[M.name] has been muted." mob/owner/verb UnMute( mob/M in world) M.muted=0 src<<"<font color = blue>[M.name] has been unmuted." obj hud HUD layer = MOB_LAYER + 1 icon = 'HUD.dmi' worldsay icon_state = "worldsay" Click() var/t = input("OOC")as null|text world << "<font color = Red>\[OOC\][usr]:[t]" New(client/C) screen_loc = "1,1" C.screen+=src if u need more help u can contact me at [email protected] |
In response to Productions
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Productions wrote:
mob/owner/verb lmao u just posted what I did except without the if(M.muted)return and without DM tags. |
In response to Scizzees
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So which ones better?? cause i used urs : D
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In response to Chrislee123
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also how do i create a HUD that wen clicked u get a certain verb for example who
thats my one so if you can can u use that to show me pls mob/verb/Who() |
In response to Chrislee123
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Chrislee123 wrote:
also how do i create a HUD that wen clicked u get a certain verb for example who mob/verb/Who() All you have to do is take out mob/verb/Who()and copy and paste the rest under the Obj with Click() Example (Just change the icon and icon_state obj |
In response to Scizzees
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kk ty can u use that with every verb?
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In response to Chrislee123
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I Would suggest using procs >.> IF you're having verbs for them aswell
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var/list/Muted
Just figure out for yurself how to do this with clicking on the OOC button (Easy easy)