just create a trigger that fires when any player enters a text message, then clean all chat messages for all players.
the problem is, that the events are very laggy in sc2 (max delay 0.064) so it can be possible that a chat message is visible for 0.064 seconds (sounds very small, but you can see it pop up) but its also possible that its not visible. the events are nothing else then periodic checks, and if you are lucky the chat message will be entered a very small time bevore the next loop, so it will work perfectly.
just create a trigger that fires when any player enters a text message, then clean all chat messages for all players.
the problem is, that the events are very laggy in sc2 (max delay 0.064) so it can be possible that a chat message is visible for 0.064 seconds (sounds very small, but you can see it pop up)
greez
Maybe I'm just not noticing it, but I don't see how to make the chat message event work for any message.
Edit: Nevermind, it works with blank and partially. However, it doesn't clear instantly even offline.
yep, thats because of the laggy events mentioned bevore.
i have no idea how to fix this. one idea might be to add a second periodic trigger that clears all messages each 0.064 seconds, the problem will be that it fires exactly when the event will get checked, so it wont make any difference at all. maybe you would have to create several periodic triggers with different intervalls (0, 0.07, 0.09, ...) to clear the chat messages in smaller intervals, but thats a very unperformant and unproffessional solution imo and it wont work perfectly either.
It is possible to overlay the chat area with a UI element as well, which will prevent users from reading their messages. This might of course not be an option for you but it is possible.
ok but why would anyone want to disable chat and make it even not visible in message log?! (you could just disable the msg log, i think its possible)
i can understand if you want to create an own chat frame or smth, but completly disallowing chat makes no sense to me.
overlaying the chat with an ui element is an interresting idea, but its very hard to manage imo cause then the ui would overlay half of the screen, nobody really wants that.
ok but why would anyone want to disable chat and make it even not visible in message log?! (you could just disable the msg log, i think its possible)
i can understand if you want to create an own chat frame or smth, but completly disallowing chat makes no sense to me.
I thought it would be neat if players could only communicate within a certain distance of each other (like real life). Later they could get radios or something.
Not on a computer with GE right now, but can you just change it so when a player presses enter (action - UI - key pressed) that it displays an error message like "Cannot send messages"? Or is the enter/return key not listed?
Its not possible to prevent input from player. The only solution now is to disable main menu, deny people access to message log, and clear the message area at whenever you want to
As far as clearing the messages can't you use the Chat Message Event so whenever someone types in "" as a Partial string it will wait .001 Game Time Seconds, then clear all Chat Messages. It won't remove the Message Log, but it wouldn't cause as much lag as the Periodic Event. Although I'm not quite 100% sure it would work, seeing as how I haven't tried it.
It is possible to overlay the chat area with a UI element as well, which will prevent users from reading their messages. This might of course not be an option for you but it is possible.
What kind of UI element could I use? Leaderboard, boss bar (maybe?). Anything else?
Is it possible to set the leaderboard at a higher layer priority (for lack of a better expression) so that it *covers* text, instead of being covered by it?
Is anyone aware whether this is possible or not?
I would be very, very interested to know this.
@Fellius: Go
Indeed. :O
Do u want to disable the player from typing entirly or just disable communication between the players?
I'd like to know this as well.
Communication
it is possible.
just create a trigger that fires when any player enters a text message, then clean all chat messages for all players.
the problem is, that the events are very laggy in sc2 (max delay 0.064) so it can be possible that a chat message is visible for 0.064 seconds (sounds very small, but you can see it pop up) but its also possible that its not visible. the events are nothing else then periodic checks, and if you are lucky the chat message will be entered a very small time bevore the next loop, so it will work perfectly.
greez
Maybe I'm just not noticing it, but I don't see how to make the chat message event work for any message.
Edit: Nevermind, it works with blank and partially. However, it doesn't clear instantly even offline.
@Kanaru: Go
yep, thats because of the laggy events mentioned bevore.
i have no idea how to fix this. one idea might be to add a second periodic trigger that clears all messages each 0.064 seconds, the problem will be that it fires exactly when the event will get checked, so it wont make any difference at all. maybe you would have to create several periodic triggers with different intervalls (0, 0.07, 0.09, ...) to clear the chat messages in smaller intervals, but thats a very unperformant and unproffessional solution imo and it wont work perfectly either.
It is possible to overlay the chat area with a UI element as well, which will prevent users from reading their messages. This might of course not be an option for you but it is possible.
@Beider: Go
I'm not sure but does chat still get logged under message log (F11) ? If so then there's no way you could disable chat atm
ok but why would anyone want to disable chat and make it even not visible in message log?! (you could just disable the msg log, i think its possible)
i can understand if you want to create an own chat frame or smth, but completly disallowing chat makes no sense to me.
overlaying the chat with an ui element is an interresting idea, but its very hard to manage imo cause then the ui would overlay half of the screen, nobody really wants that.
I thought it would be neat if players could only communicate within a certain distance of each other (like real life). Later they could get radios or something.
Easy fix.
Event -> Every 0.01 seconds of game time
Condition ->
Action -> Clear all messages
Though it may create a small bit of lag. Not sure.
If you're only clearing it, players could just check the message log.
Is there a way to disable the message log, or anyone else have chat-disabling ideas?
@TacoT: Go
Not on a computer with GE right now, but can you just change it so when a player presses enter (action - UI - key pressed) that it displays an error message like "Cannot send messages"? Or is the enter/return key not listed?
@Ashikam: Go
Its not possible to prevent input from player. The only solution now is to disable main menu, deny people access to message log, and clear the message area at whenever you want to
As far as clearing the messages can't you use the Chat Message Event so whenever someone types in "" as a Partial string it will wait .001 Game Time Seconds, then clear all Chat Messages. It won't remove the Message Log, but it wouldn't cause as much lag as the Periodic Event. Although I'm not quite 100% sure it would work, seeing as how I haven't tried it.
What kind of UI element could I use? Leaderboard, boss bar (maybe?). Anything else?
Is it possible to set the leaderboard at a higher layer priority (for lack of a better expression) so that it *covers* text, instead of being covered by it?
@TacoT: Go
Also, I noticed when I type in a cheat code, it doesn't say
[All] Local User: iamironman
it says
CHEAT Local User: iamironman
Do other players see that? If not, then could it be possible to turn all input into cheats?