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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 | ||||||||
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 | ||||||||||||
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? | ||||||||||||
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. | ||||||||||||
Attached Files | |||||||||||||
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Minigunner (reporter) 2012-02-18 18:37 |
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. |
Qent (updater) 2013-09-18 17:23 |
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. |
Ivan (reporter) 2013-09-18 20:52 |
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? |
Toxicity (reporter) 2013-09-19 00:08 |
^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*. |
Watermelon (developer) 2013-09-19 19:13 |
'https://bitbucket.org/Water_Melon/wbuild/commits/60004942b82d8402b3bfab6e897c0825cb77dff6 [^]' |
Only registered users can voice their support. Click here to register, or here to log in. | |
Supporters: | djskaarj |
Opponents: | Leonard JC Tenton |
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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 | View Revisions |
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 |
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