// ---------------------------------------------------------------------------- // KingTomato Scripts // ---------------------------------------------------------------------------- // To kill the gay counters out there, i am taking a new approach. Basically, // when a player kills another player, that killer is muted for 1 second. My // hopes are that in that 1 second time, their counter will have already typed // its bullshit, and I will be able to enjoy the game. I was getting tired of // tracking the 50 million different messages, and needed alternative. // The way it works is, i can only assume that 1 second after a kill, that killer // shouldn't have said a legitimate message. Don't know too many who can kill // and type at the same time. ;d // For my pack $Script::Creator = "KingTomato"; $Script::Version = "1.1"; $Script::Description = "This is a simple tid bit that will kill all those " @ "annoying sounds ppl use when they kill others. " @ "You, I'm sure, know the sounds. It gets annoying to " @ "frequently hear 'Oops' over and over again."; // Settings $King::KillCounter::Enabled = true; // Enable mute script $King::KillCounter::Time = "1.0";// Length of mute Event::Attach(eventClientMessage, King::KillCounter::OnMsg); function King::KillCounter::OnMsg(%client, %msg, %text) { // Don't mute us if (%client == getManagerId()) return; // Mute those who need it if ($mute[%client]) return mute; // Only accept server messages if (%client != 0) return; // Look for a server kill msg, and add the mute if (Match::String(%msg, "* caps *, *") || Match::String(%msg, "* caps *.") || Match::String(%msg, "* Splats *.") || Match::String(%msg, "* Painted *.") || Match::String(%msg, "* Covered *.") || Match::String(%msg, "* Marked *.")) { %killer = Match::Result(0); //%victim = Match::Result(1); %killerId = getClientByName(%killer); //%victimId = getClientByName(%victim); $mute[%killerId] = true; schedule("$mute[" @ %killerId @ "] = \"\";", $King::KillCounter::Time); } }