Script_Mute

Author Topic: Script_Mute  (Read 4454 times)

i am tired of badly made mute mods that dont have any sort of carry over between server rejoins

have you ever seen a ban system that lets people just leave and then come back
of course you havent because that would be loving stupid
so why do we design mute mods like that


now you can stop banning people for mute evasion



my shift key is broken
i need a new keyboard

404. That’s an error.

The requested URL was not found on this server. That’s all we know.

have you ever seen a ban system that lets people just leave and then come back
of course you havent because that would be loving stupid
so why do we design mute mods like that
so. loving. true.

wish I could DL this but looks like there's an error :u

Quote
404. That’s an error.

The requested URL was not found on this server. That’s all we know.
:|

Fix link pls I need this for the idiots in my Fortwars.

Thanks for making my mod


whoops i had two of the same file

fixed now

Code: [Select]
function doNothing() { }
Whatever is this for?

Also, you failed in your quest for perfection. Admins can mute other admins.

Code: [Select]
$MuteEvadeSched_[%cl.bl_id] = schedule(75000, 0, "doNothing");
What's the point of this?

Also, you failed in your quest for perfection. Admins can mute other admins.

Meh. Admins can ban other admins.


What's the point of this?

A snarky message for people who try to evade mutes.

A snarky message for people who try to evade mutes.
But doNothing() literally does nothing.

But doNothing() literally does nothing.
The point is to check whether the schedule exists later on.


But doNothing() literally does nothing.

Well if it did something, I would call it doSomething();.

For example:

Code: [Select]
function doSomething(%val) { return %val * %val; }
function doSomething(%a, %b) { return %a > %b : %a ? %b; }
function doSomething(%no) { secretlyDoNothing(); }