MantisBT - Zandronum |
View Issue Details |
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ID | Project | Category | View Status | Date Submitted | Last Update |
0000677 | Zandronum | [All Projects] Suggestion | public | 2012-02-17 05:32 | 2014-06-15 16:34 |
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Reporter | Revilution | |
Assigned To | | |
Priority | none | Severity | feature | Reproducibility | N/A |
Status | acknowledged | Resolution | open | |
Platform | | OS | | OS Version | |
Product Version | | |
Target Version | | Fixed in Version | | |
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Summary | 0000677: Taunt Anti-Spam Suggestion |
Description | Since the taunt button is just a bind to make a sound in Player's actor, it is possible to make this same bind only works when the last sound was reproduced entirely? |
Steps To Reproduce | |
Additional Information | I was analyzing how Skulltag's Taunt works, erm, so simple because it's just a simple bind to make the Player actor play the specified sound of Taunt and if you literally hit repeatedly this, it will cut the last sound reproducing a new one in the same channel as everyone knows.
But if might had a method to make this bind only plays the sound again if the last was ended?
I mean, this will prevent some players from annoy others with the taunt, but without removing/disabling the taunt option. |
Tags | No tags attached. |
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Attached Files | |
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Issue History |
Date Modified | Username | Field | Change |
2012-02-17 05:32 | Revilution | New Issue | |
2012-02-17 10:17 | Dusk | Note Added: 0002619 | |
2012-02-17 10:18 | Dusk | Note Edited: 0002619 | bug_revision_view_page.php?rev_id=1325 |
2012-02-17 10:18 | Dusk | Note Deleted: 0002619 | |
2012-02-18 18:37 | Minigunner | Note Added: 0002639 | |
2013-09-18 16:48 | Watermelon | Assigned To | => Watermelon |
2013-09-18 16:48 | Watermelon | Status | new => assigned |
2013-09-18 17:23 | Qent | Note Added: 0007221 | |
2013-09-18 20:52 | Ivan | Note Added: 0007225 | |
2013-09-19 00:08 | Toxicity | Note Added: 0007231 | |
2013-09-19 19:13 | Watermelon | Note Added: 0007246 | |
2013-09-19 19:13 | Watermelon | Status | assigned => needs review |
2014-05-07 19:15 | Watermelon | Assigned To | Watermelon => |
2014-05-07 19:15 | Watermelon | Status | needs review => new |
2014-06-15 16:34 | Watermelon | Status | new => acknowledged |
Notes |
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I don't know about that. It may actually sound more annoying since some taunts are intolerable when played in full repeatedly.
IMO there are two things that could help:
1) The taunt sound's cutoff distance could be made a lot shorter.
2) The Ignore command could be expanded to include taunt sounds. |
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(0007221)
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Qent
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2013-09-18 17:23
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I keep thinking that taunts used to work like that, but I can't check since older versions of Skulltag don't run on my computer. |
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(0007225)
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Ivan
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2013-09-18 20:52
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Wouldn't this be bad when there are skins with random taunts with varying times? How would other clients be informed about your spam and that the sound finished playing? |
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^Plus, how would the engine know how long the sound is, at all?
Actually, you might be able to do this with a PWAD using just a one line in SNDINFO. Specifically, the $SINGULAR property. I *think*. |
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