Highlighting important text
-
- Joined: Mon Nov 10, 2014 9:21 am
- Byond Username: Soulgamergod
Highlighting important text
Your name, syndicate code words, AI (if your are playing AI), and other words like this need to be easily visible. I suggest having these bolded and highlighted in the chat box. This way it will be harder to miss them. Maybe let the players add any words or phrases to this list as well.
- Xerux
- Joined: Fri Apr 18, 2014 5:26 am
- Byond Username: Xerux
Re: Highlighting important text
There's parsing done in adminhelps to detect surnames, forenames and ckeys so this is probably do-able. I'm not sure how it'd affect performance or how you'd do it only for the people it's intended for.
Edit:
Hearing is handled in the Hear() proc, there'd need to be something that adds the mob's surname, forename, codewords, etc to a per-mob list. Then you could do a replacetext check to add <bold></bold> to the word, but it get's trickier when capitalization is involved. (There's probably a better way to do it than what I'm suggesting here.)
Edit:
Hearing is handled in the Hear() proc, there'd need to be something that adds the mob's surname, forename, codewords, etc to a per-mob list. Then you could do a replacetext check to add <bold></bold> to the word, but it get's trickier when capitalization is involved. (There's probably a better way to do it than what I'm suggesting here.)
Spoiler:
-
- Joined: Sat Apr 19, 2014 11:23 am
- Byond Username: Miauw62
Re: Highlighting important text
its doable but
>having literally every player do expensive string checking operations for lots of phrases every time they hear something
>having literally every player do expensive string checking operations for lots of phrases every time they hear something
<wb> For one, the spaghetti is killing me. It's everywhere in food code, and makes it harder to clean those up.
<Tobba> I stared into BYOND and it farted
-
- Joined: Fri Apr 25, 2014 8:27 pm
- Byond Username: Pybro
Re: Highlighting important text
Would limiting to just the AI and codeword antags ease the process? Or would it then just check if every player is an antag/AI when they hear something?Miauw wrote:its doable but
>having literally every player do expensive string checking operations for lots of phrases every time they hear something
- Steelpoint
- Github User
- Joined: Thu Apr 17, 2014 6:37 pm
- Byond Username: Steelpoint
- Github Username: Steelpoint
- Location: The Armoury
Re: Highlighting important text
I said this in game in response to a lot of annoyance's in OOC in how Security Officers have a hard time checking the security channel for information.
My idea was to suggest inserting a small "radio chatter" sound whenever someone spoke on the security channel, similar to the radio chatter from military games (Wargame) or the Combine chatter from HL2.
My idea was to suggest inserting a small "radio chatter" sound whenever someone spoke on the security channel, similar to the radio chatter from military games (Wargame) or the Combine chatter from HL2.
- fleure
- Joined: Tue Apr 15, 2014 2:50 pm
- Byond Username: Fleure
Re: Highlighting important text
The game in general needs more audio feedback, but as I understand it sound is quite an expensive operation for BYOND.Steelpoint wrote:My idea was to suggest inserting a small "radio chatter" sound whenever someone spoke on the security channel, similar to the radio chatter from military games (Wargame) or the Combine chatter from HL2.
Ex-/tg/station maintainer for being a lazy shit.
Who is online
Users browsing this forum: No registered users