pjk1994 / evolvemod

Automatically exported from code.google.com/p/evolvemod
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Remove need for 1/0 after chat commands #99

Open GoogleCodeExporter opened 9 years ago

GoogleCodeExporter commented 9 years ago
Of course, I don't see any reason to remove the 1/0 altogether, but it'd be 
nice if Evolve could automatically detect that "randomguest10-2-infinity" was 
granted !nolimits, so when I go to restore his prop limits, I don't have to 
type "!nolimits random 0", but instead can simply type "!nolimits random".

If it isn't obvious why the 1/0 should remain, though... If I simply don't 
remember whether or not I restored randomguest10-2-infinity's prop limits, I 
can easily type "!nolimits random 0" to ensure he doesn't have them.

Also, on that note, it'd be cool if Evolve told me "This user is already 
ignited!" when I try to re-ignite someone who is already ignited, etc. Not a 
big deal at all, but while you're writing checks for this suggestion (should 
you choose to tackle it), I'm sure this wouldn't be very hard to add, since all 
it'd be is in the event that a user DOES use the 1/0 to force/check that a flag 
has been applied to a player. (Again, this bit isn't a big deal though, and I 
wouldn't mind if it never made it in.)

Thanks again! :D

Original issue reported on code.google.com by DEMONI...@gmail.com on 11 Jun 2010 at 4:24

GoogleCodeExporter commented 9 years ago
I have wanted to do this for a long time, but I'm not sure how to handle 
multiple players with toggling yet.

Original comment by overv161@gmail.com on 11 Jun 2010 at 2:08

GoogleCodeExporter commented 9 years ago
This should be easy to do, i have always wanted this it is kinda anoying to do 
1/0 all the time. But ti would also be cool to have both so it detects if there 
is a 1 and then gives them no limits when you do "!nolimits person 1" or 
detects if they have limits or not then when you do "!nolimits person" they 
have nolimits because they had limits before. That would be nice and work for 
all people.

Original comment by samsnatw...@gmail.com on 14 Oct 2010 at 11:33

GoogleCodeExporter commented 9 years ago
Ehm, I was talking about handling this situation:

ply1 has noclip enabled
ply2 has noclip enabled
ply3 doesn't have noclip enabled
ply4 doesn't have noclip enabled

!noclip ply1 ply2 ply3 ply4

Original comment by overv161@gmail.com on 15 Oct 2010 at 5:19

GoogleCodeExporter commented 9 years ago
For non 1:1 situations, taking the percentage of the toggle states of the 
players and using the greater percentage to override the current state for all 
players. e.g.

ply1 noclip enabled
ply2 noclip disabled
ply3 noclip disabled

Assume ALL are disabled.

For the 1:1 situations, I think some sort of bias would be needed, maybe one 
that can be changed via chat command, and perhaps a different bias for 
different states based on the nature of the command (though that might be a 
little much overkill, still nice though)  Here's a situation

Assign Igniting with a bias of 0 or off, as you're more likely to turn it off 
than on (unless you are an evil admin.

ply1 is ignited
ply2 is ignited
ply3 is not ignited
ply4 is not ignited

In pseudo,  

globalbias = 0
if percentage on == percentage off  then
        if globalbias == 0 then  extinguish all players
        else  ignite all players

Not the best pseudo I know, I think it gets the point across though. What 
thinks other people? Sure a few refinements to this idea are floating about :)

Side note, I guess just number comparison instead of doing percents is less 
work, both for coder and interpreter . Whatever you prefer :P

Original comment by thatcute...@gmail.com on 16 Oct 2010 at 5:21

GoogleCodeExporter commented 9 years ago
Another side note- I think keeping the 1/0 argument as an master override would 
be good too. A little direct control for the people that enjoy commandlines :P  
Sorry for the Comment spam.  <3

Original comment by thatcute...@gmail.com on 16 Oct 2010 at 5:30

GoogleCodeExporter commented 9 years ago
Perhaps it could call for a new line of commands t that needs to be issued,
eg: !blind
    !unblind
However, it would only make sence for a few of the commands.

Original comment by dancedan...@deadvalley.net on 30 Nov 2010 at 4:48

GoogleCodeExporter commented 9 years ago
Agree with #6 (and #5 was mentioned in the first line of the bug tracker, haha, 
but yeah, it'd be super handy for someone wanting to make SURE you're not on 
fire anymore instead of accidentally setting you on fire again, etc).

So, I suppose the question though is... how does Evolve handle states? Does it 
even *have* states? For example...

!ignite overv

BLAM! You're set on fire! YAY! Teehee... :D

But... what happens? Does the game just go "add fire to overv" and that's it? 
Does it go "overv is now on fire *ticks check box*, and add fire! *adds fire*"? 
How? (If it works the second way, I'm sure you can guess how to fix this, haha)

Original comment by DEMONI...@gmail.com on 30 Nov 2010 at 6:48

GoogleCodeExporter commented 9 years ago
I'd like to see
!gag
!ungag
!mute
!unmute
!ignite
!unignite
!noclip
!unnoclip
etc.

Original comment by jimvanko...@gmail.com on 18 Feb 2011 at 11:29