automuteus

Discord Bot to automute Among Us players at round transitions, in conjunction with https://github.com/automuteus/amonguscapture

MIT License

Stars
945
Committers
57

Bot releases are visible (Hide)

automuteus - 2.1.0 Custom config, custom command prefix, bug fixes!

Published by denverquane about 4 years ago

When you start up the bot the first time, it will dump a default config in <guildid>_config.json, which contains all the settings for your discord instance! Feel free to change your command prefix, delays, or even mute/deafen behavior in here (don't change the guildID).

changing defaultTrackedChannel, adminIDs, and permissionRoleIDs has NO EFFECT. Those are PLACEHOLDERS!

The format for the delays is a little complex; here is the format:

...
        "delays": {
            "DISCUSSION": {
                "DISCUSSION": 0,
                "LOBBY": 6,
                "TASKS": 7
            },
        ...
...

This specifies all the delays for DISCUSSION -> transitions, in seconds. So in the above example, there is a 6 second delay when going from DISCUSSION -> LOBBY, and a 7 second delay going from DISCUSSION -> TASKS

This config is only detected when restarting the bot. Making changes while the bot is currently running will have no effect

automuteus - 2.0.5 Many stabilization improvements, dead bug fix

Published by denverquane about 4 years ago

This patch is mainly a stability/thread-safe refactor (no more crashes, and more consistent behavior across the board), but also should fix the behavior with erroneously marking a player as dead/alive when they shouldn't be. If you still see something similar still, SEND ME THE LOGS.

Other features:

  • Added delays to certain transitions. These aren't easily configurable right now, but make more sense than the old no-delay situations.
  • When a user starts a game with .au new, if that user is in a voice channel, that voice channel will be used as the tracked channel by default
automuteus - 2.0.4 Link/emoji fixes, added unlink, thread lock/unlock optimization

Published by denverquane about 4 years ago

See title ya silly

automuteus - 2.0.3 Misc bug fixes, easier sync codes, etc

Published by denverquane about 4 years ago

Added sync codes (no more guildID needed!), misc bug fixes, better help text, etc.

Logging to file by default, version # in logs automatically

automuteus - 2.0.2 Fixes crashes related to 2.0.1

Published by denverquane about 4 years ago

Also added new commands to .au help

automuteus - (UNSTABLE) 2.0.1 Prerelease, misc fixes and debug tools

Published by denverquane about 4 years ago

Adds .au end to properly end the game (unmuting all players as necessary).

Added .au force <stage> to force the bot to transition to the stage you desire, if it gets stuck in the wrong stage. For example, .au f task or .au f d(discuss). .au f lobby as well.

Also added a cleaner embed message for the status, and implemented correct mute/deafen behavior for alive/ghosts

automuteus - 2.0 Pre-release

Published by denverquane about 4 years ago

automuteus - 1.4.2 Console window stays open on failure

Published by denverquane about 4 years ago

Should make debugging easier!

automuteus - 1.4.1 Fixed Full-length Commands

Published by denverquane about 4 years ago

Full-length commands weren't working (aka .au help instead of .au h). Also applies to the regions used in .au broadcast; asia, north, or europe

automuteus - 1.4.0 Rate Limiting Fix (again)

Published by denverquane about 4 years ago

This should fix the rate limiting issue (finally? hopefully?). On a full server of 10 players, it will around 3+ seconds to mute/unmute all 10 players with these settings. I don't see a great way around this; this is an inherent limitation of Discord's API.

Added the variable to tweak the delay, however:

# how many milliseconds between mute commands (for multiple players) the bot should wait
# leave as default (300ms) unless you see players not being muted/unmuted fully, especially in large games of
# 7+ people. If playing with many players and inconsistent muting/unmuting is occurring, bump up to 350-400
DISCORD_API_MUTE_DELAY_MS = 300

Also included a change to detect final.env, final.txt, or even final.env.txt as environment files

automuteus - 1.3.4 Fixed automatic tracking (again)

Published by denverquane about 4 years ago

Had a weird regression where the bot wouldn't automatically start tracking players when it started up. This should be fixed now!

Also added fields in the .env for manually specifying the resolution if you have a problem with the resolution/monitor autodetection (rare):

# Only change if you are experiencing capture issues. The bot should autodetect the resolution of your primary display
# X_RESOLUTION = 1920
# Y_RESOLUTION = 1080
automuteus - 1.3.3 Race Condition Fix (Unmuting @ discussion)

Published by denverquane about 4 years ago

This should address an issue people were reporting where players weren't correctly unmuted when the discussion phase begins (a weird race condition)

automuteus - 1.3.2 Rate Limiting Fix (?)

Published by denverquane about 4 years ago

automuteus - 1.3.1 Better logging for debug, mark alive players

Published by denverquane about 4 years ago

Better logging for troubleshooting issues, you can now mark players as alive with .au alive @player or .au al @player

automuteus - 1.3.0 "Auto" Updater .Exe!

Published by denverquane about 4 years ago

Including an updater .exe with this release. Once you download the update.exe, you can just run that executable to fetch the latest release of the amongusdiscord.exe bot automatically, no need to re-download any .exe from the releases page again!

Also added the command to broadcast the room code and region to all players; using .au bcast <roomcode> <region> or .au b
Example:
.au bcast abcd asia or .au b abcd na
(accepts "asia", "europe", "north", or "as", "eu", and "na" for short)

automuteus - 1.2.0 Bot automatically adds users on startup!

Published by denverquane about 4 years ago

  • Now when starting the bot, it will automatically add all players to the tracking list (until filtered with .au track)!

  • When a user disconnects, they will be removed from the tracking list

  • When players move in and out of the tracked channel, they will be muted/unmuted accordingly

automuteus - 1.1.4 Misc. Features and Fixes

Published by denverquane about 4 years ago

Added .au muteall for cases where you need everyone muted, added GAME_START_DELAY to sample.env (different delay from GAME_RESUME_DELAY), and players you mark as dead will be automatically muted during the current discussion phase

automuteus - 1.1.3 Monitor Select Env Var

Published by denverquane about 4 years ago

Adds a variable to the .env that allows you to select a different monitor than the default (which should be correct in most cases).

# Only change this value if you run multiple monitors and also encounter an issue
# 0 (the default) should be the primary display in a multi-monitor setup, but you may need
# to use values 0,1,2, etc if you have issues
# MONITOR = 0

EDIT: Hotfixed

automuteus - 1.1.2 Dead Player Bugfix

Published by denverquane about 4 years ago

Resets all dead players properly when game ends

Editing the release to check the Discord webhook

automuteus - 1.1.1 Mute/Unmute Delays

Published by denverquane about 4 years ago

Added mute/unmute delays to config so they can be adjusted

# how many seconds before players are muted after the "Voting Results" text is displayed
GAME_RESUME_DELAY = 5

# how many seconds before players are unmuted after the "Who is the Imposter?" text is displayed
DISCUSS_START_DELAY = 2
Package Rankings
Top 4.5% on Proxy.golang.org
Badges
Extracted from project README
Quickstart Crowdin