Ulysses Stuff > Releases
Gag4Me
Buzzkill:
btw -- I do have a reasonable answer after kinda smacking into this. The client-side, SetMuted version doesn't survive the disconnect/reconnect of the offender. The current hook approach does. Now, how valuable that is is debatable, but it is a nice feature that someone can't disconnect/reconnect and skirt the gag4me.
MrPresident:
PlayerInitialSpawn and GetPData.
:)
Buzzkill:
That's a fine approach for permagagging someone universally. However, tracking individual mutes/gags by players, against other players can generate some (potentially) large permutations. It's a little easier to just track the gag on the issuer's session.
Bite That Apple:
Personally, I think it would be a better idea to do exactly the same thing with PSetData, serverside, then when player joins it mutes them automatically instead of having it set on PSetData clientside.
roastchicken:
--- Quote from: Buzzkill on July 05, 2016, 10:31:59 PM ---That's a fine approach for permagagging someone universally. However, tracking individual mutes/gags by players, against other players can generate some (potentially) large permutations. It's a little easier to just track the gag on the issuer's session.
--- End quote ---
What permutations do you have in mind? I can't think of any issues with storing them clientside. The only potential problem I can forsee is if two players frequent the same two (or more) servers and those servers run this addon then the mute will carry, but in my opinion that would be desirable.
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