Messages are based on the ID of the sound sent to the UI, maybe :
Lua Code:
SOUNDS.ABILITY_TARGET_IMMUNE = SOUNDS.NONE
Server will send SOUNDS.ABILITY_TARGET_IMMUNE code, but because in UI the value isn't the same, it won't be displayed..
PS : It will also won't play the sound
If you want sound and not message, perhaps :
Lua Code:
function ZO_RecentMessages:ShouldDisplayMessage(message)
self:Update(GetFrameTimeMilliseconds())
if(message == SOUNDS.ABILITY_NOT_ENOUGH_STAMINA or message == SOUNDS.ABILITY_NOT_ENOUGH_MAGICKA or
message == SOUNDS.ABILITY_NOT_ENOUGH_ULTIMATE or message == SOUNDS.ITEM_ON_COOLDOWN or
message == SOUNDS.ABILITY_WEAPON_SWAP_FAIL or message == SOUNDS.ABILITY_NOT_READY or
message == SOUNDS.ABILITY_TARGET_OUT_OF_LOS or message == SOUNDS.ABILITY_TARGET_OUT_OF_RANGE or
message == SOUNDS.ABILITY_CASTER_SILENCED or -- message == SOUNDS.ABILITY_TARGET_IMMUNE or
message == SOUNDS.ABILITY_CASTER_STUNNED or message == SOUNDS.ABILITY_CASTER_BUSY or
message == SOUNDS.ABILITY_TARGET_BAD_TARGET or message == SOUNDS.ABILITY_TARGET_DEAD or
message == SOUNDS.ABILITY_CASTER_DEAD or message == SOUNDS.ABILITY_NOT_ENOUGH_HEALTH or
message == SOUNDS.ABILITY_FAILED or message == SOUNDS.ABILITY_FAILED_IN_COMBAT or
message == SOUNDS.ABILITY_FAILED_REQUIREMENTS or message == SOUNDS.ABILITY_CASTER_FEARED or
message == SOUNDS.ABILITY_CASTER_DISORIENTED or message == SOUNDS.ABILITY_TARGET_TOO_CLOSE or
message == SOUNDS.ABILITY_WRONG_WEAPON or message == SOUNDS.ABILITY_TARGET_NOT_PVP_FLAGGED or
message == SOUNDS.ABILITY_CASTER_PACIFIED or message == SOUNDS.ABILITY_CASTER_LEVITATED) then
return true
end
if message == SOUNDS.ABILITY_TARGET_IMMUNE then
return false
end
if(self:IsRecent(message)) then
return false
end
self:AddRecent(message)
return true
end
But it's a dirty one! Untested, not at home, let's try?