MantisBT - Zandronum
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0003131Zandronum[All Projects] Suggestionpublic2017-05-08 19:532021-08-07 22:05
Fused 
Kaminsky 
normalfeatureN/A
resolvedfixed 
3.0-beta 
3.13.1-beta 
0003131: Chat EVENT script.
It would be really nice to have control over player chatting. This in my case would allow me to control whether people are close to eachother, so you could "hear" them talk. I don't want to have people be able tot alk to eachother from far away.
I can also imagine this being useful in Who Dun It, where you can replace consolecommand with this EVENT script instead if it comes to preventing people chatting with eachother.

This in combination with'http://zandronum.com/tracker/view.php?id=2836 [^]' would be the most solid.
No tags attached.
has duplicate 0002585closed  Get chat messages. 
? 3131.WAD (2,544) 2021-08-07 20:33
https://zandronum.com/tracker/file_download.php?file_id=2652&type=bug
Issue History
2017-05-08 19:53FusedNew Issue
2017-05-08 19:54FusedNote Added: 0017609
2017-05-08 21:51DecayNote Added: 0017610
2017-05-09 05:24FusedNote Added: 0017611
2017-05-09 06:09Torr SamahoNote Added: 0017613
2017-05-09 07:29FusedNote Added: 0017616
2017-05-13 11:15Edward-sanNote Added: 0017638
2017-05-13 11:15Edward-sanNote Deleted: 0017638
2017-11-06 14:36FusedNote Added: 0018812
2017-11-06 14:41FusedNote Edited: 0018812bug_revision_view_page.php?bugnote_id=18812#r11313
2017-11-06 17:37FilysteaNote Added: 0018815
2018-06-03 09:59StrikerMan780Note Added: 0019265
2018-10-09 14:17FusedNote Added: 0020060
2021-07-31 03:50KaminskyNote Added: 0021656
2021-07-31 03:50KaminskyAssigned To => Kaminsky
2021-07-31 03:50KaminskyStatusnew => needs testing
2021-07-31 03:50KaminskyTarget Version => 3.1
2021-07-31 03:51KaminskyRelationship addedhas duplicate 0002585
2021-08-07 20:33arkoreFile Added: 3131.WAD
2021-08-07 20:33arkoreNote Added: 0021676
2021-08-07 20:37arkoreNote Edited: 0021676bug_revision_view_page.php?bugnote_id=21676#r13308
2021-08-07 22:05KaminskyNote Added: 0021678
2021-08-07 22:05KaminskyStatusneeds testing => resolved
2021-08-07 22:05KaminskyFixed in Version => 3.1-beta
2021-08-07 22:05KaminskyResolutionopen => fixed

Notes
(0017609)
Fused   
2017-05-08 19:54   
I suppose this also requires a cvar to disable the chat. The function could still pick up whenever someone actually sends a message.
(0017610)
Decay   
2017-05-08 21:51   
Not withstanding the fact it's a terrible "feature," the focus is on regressions and any issues with acs and decorate. Pointless stuff like this only further delays 3.0
(0017611)
Fused   
2017-05-09 05:24   
Quote
Not withstanding the fact it's a terrible "feature," the focus is on regressions and any issues with acs and decorate. Pointless stuff like this only further delays 3.0

You're giving zero context to your post explaining why it's terrible, so I'll just assume this is another cry for negativity. Also there's no 3.1 option, so I can't really choose to show this request can be delayed, which I'm totally fine with.
(0017613)
Torr Samaho   
2017-05-09 06:09   
I don't get what exactly you are requesting. It sounds as if you would like to be able to selectively block chat, which would not be possible if just some new script type is triggered when somebody chats.

Quote from Fused

Also there's no 3.1 option, so I can't really choose to show this request can be delayed, which I'm totally fine with.

Why do you think this? We even already added a tracker target for 3.1.
(0017616)
Fused   
2017-05-09 07:29   
Quote
I don't get what exactly you are requesting. It sounds as if you would like to be able to selectively block chat, which would not be possible if just some new script type is triggered when somebody chats.

I request the EVENT type script to be extended to also check whenever someone chats. This message should be send as argument, and the mod could utilise it. The problem is that there should also be a way to mute everybody ingame, because otherwise it won't be very useful. I want all of this so I can have chat messages appear for players that are only close to whoever send a message, instead of having a chatmessage appear globally.

Quote

Why do you think this? We even already added a tracker target for 3.1.

I see. This isn't a big priority, so I just mean whenever 3.0 is released.
(0018812)
Fused   
2017-11-06 14:36   
(edited on: 2017-11-06 14:41)
I should improve my explanation on this ticket a bit.
I have a side project which resembles Dayz. I want to have the possibility to control chatting from players to where I can decide through code who sees what a player says depending if they're close to this person. The EVENT script was just a possible solution for this, since it's generally used for similar things.
My idea was to receive the message sent, and simply log it after doing the check I want. The only problem I have is that there's no way for me to receive what a player says.

This is roughly how the code would look like. A small workaround which allows me to send the chatmessage only to individual people:'https://pastebin.com/SEBFZqL1 [^]'

(0018815)
Filystea   
2017-11-06 17:37   
Tunnel connections to your server and let the proxy snif chat messages. Whenever it passes them back is your choice.

Getting player position should not be a problem.
(0019265)
StrikerMan780   
2018-06-03 09:59   
If it could actually include the message as a string var, that could be handy for adding chat commands in a mod.
(0020060)
Fused   
2018-10-09 14:17   
I can think of plenty of reasons to make something like this. Part of me would like to add a filter option to filter out words I don't want to see, and I would also just like to have control over what people say before others see it. Obviously not to manipulate what they say, but rather to accept or deny what comes through.

To add to my explanation from a while ago, I can see this being useful in Zombie Horde 2 too. It would allow me to make a new teamchat where humand and zombies only share with eachother, rather than the other species. Please consider this.
(0021656)
Kaminsky   
2021-07-31 03:50   
3.1 now supports the event script type: GAMEEVENT_CHAT, which is called whenever a chat message is sent. The activator is always the world, arg1 is the number of the player who sent the message (-1 if the server sent the message), and arg2 is 0 if it was a global message or 1 if it was a team message.

Private chat messages will not trigger this event for good reason.
(0021676)
arkore   
2021-08-07 20:33   
(edited on: 2021-08-07 20:37)
Testing complete.

Windows 10 (1903 Build)
GeForce GTX 1060 6GB (Drivers 26.21.14.4112 - 2019-10-24)
Zandronum 3.1-alpha 64-bit (210801-2044)

1. zandronum -host -iwad doom2.wad -file 3131.wad +teamplay 1 +map MAP01 +sv_updatemaster 0
2. zandronum -iwad doom2.wad -file 3131.wad +map MAP01
3. Join the game with client.
4. Type a message. (success: arg1 = 0, arg2 = 0)
5. Type a team message. (success: arg1 = 0, arg2 = 1)
6. Use server to type a message. (success: arg1 = -1, arg2 = 0)
7. Join the game with client 2.
8. Type a message. (success: arg1 = 1, arg2 = 0)
9. Type a team message. (success: arg1 = 1, arg2 = 1)
10. Type a sayto message. (success: NONE)
11. Type a private message. (success: NONE)

(0021678)
Kaminsky   
2021-08-07 22:05   
Thanks for testing and for your thorough analysis! I'll consider this resolved then.