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Some player commands

 
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Smong
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PostPosted: Sun Jul 13, 2003 2:03 pm    Post subject: Some player commands Reply to topic Reply with quote

How about things like *kill <minutes> and ?scorereset (self, player and all playing). Maybe kill has been renamed as it clashes with the client command "?kill". I've got a feeling that the biller is supposed to do these, but I'm not sure. ?owner would be nice too, but isn't really important ATM (maybe I'll write a tutorial on that when I have time).
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Hunch Hunch
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PostPosted: Tue Jul 22, 2003 12:08 pm    Post subject: Reply to topic Reply with quote

Yes, *kill would conflict with ?kill. Anyways, ASSS doesn't have much for banning of people yet, so would need a nice module for all the different blocking methods use for people, etc. So can ban people from a ship for X minutes/days/years, can ban them from freqs, etc. Lots of fun things you could do.

The ownership idea won't work with ASSS, as the files are all over the place. Though i might actually add a ?notes command, that would display the notes settings i created a long time ago to help admins record information about their settings. Well, actually, it was to help me keep track of SCF's settings.
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Grelminar
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PostPosted: Thu Jul 31, 2003 12:59 am    Post subject: Reply to topic Reply with quote

Actually, *kill wouldn't conflict with ?kill since ?kill is processed client-side. But it's still a good idea to pick a new name. *kill never made sense to me. How about ?kick? A general banning module (including banning from specific arenas, at least) isn't there yet, but people have been talking about it.

As for single-player ?scorereset, that's a little more complicated because of how scores are done. It's quite possible, but I'll have to think about the best way to do it. ?scorereset for a whole arena is very different: what you really mean in that case is "?endinterval game", doesn't exist yet. Ending a game interval means that all the scores for the previous game are saved, and a new game is started with all scores (and other per-game data) at zero. Note that winning a flag or ball game will automatically cause a new game interval.
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