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-   -   Simple AllTalk Manager (https://forums.alliedmods.net/showthread.php?t=78986)

Antithasys 10-14-2008 17:40

Simple AllTalk Manager
 
6 Attachment(s)
Simple AllTalk Manager

Description

Allows you to set alltalk at different times.
Plugin is part of the Simple Plugins project.

Features
  • Allows you to set AllTalk at different times during the rounds.
  • Ability to have a player threshold
  • Ability to customize event hooks

Cvars
  • satm_enabled - Enable or Disable AllTalk Manager
  • satm_threshold_enabled - Enables/Disables player threshold
  • satm_player_threshold - Amount of players for the threshold
  • satm_threshold_setting - Enables/Disables AllTalk up to player threshold, with the opposite set after the threshold
  • satm_logactivity- Enables/Disables log activity
Installation

Place the simple-alltalkmanager.smx in the /sourcemod/plugins dir.
Place the simple-alltalkmanager_events.cfg in the /sourcemod/configs dir.

A .cfg file will be made when first ran. It will be located in /cfgs/sourcemod
If you have a old version of this plugin, delete the config file and let it make a new one. Then change the settings.

Change Log
Quote:

(27/09/09): Version 1.3.0
-----------------------
+ Added support for custom events via .cfg file
+ Added join message to display current alltalk status
- Removed event cvars in lieu of .cfg file
! Fixed threshold setting overriding event setting
! Fixed non-attack/defend maps not calling teamplay_setup_finished event. This effectively means you can now have alltalk on during the setup round and not have it break if there is no setup round. (TF2 only)
Features/Bugs:
Please use the project site to report all bugs and request additional features.

Future Updates

None.

Notes

The way this works now is with a config file called simple-alltalkmanager_events.cfg. This file is a kvfile that has all the events you wish to hook, the reason string, and the setting. I included an example file for TF2, but you can customize it to your desired events and settings.

Here is an example of the structure:
Code:

"game_events"
{
        "event_name"
        {
                "reason"        "Some Reason"
                "setting"        "1"
        }
}

An example of this for the event round start in TF2 would be:
Code:

"game_events"
{
        "teamplay_round_start"
        {
                "reason"        "Round Start"
                "setting"        "1"
        }
}

The reason string is what is printed to the players when alltalk is changed because of the event. A list of the known game events is at the wiki here. Note that not all the events listed will actually fire, but if they do fire, they will in the order that is listed there.

To better explain how this plugin actually works, lets use an example based upon the _events.cfg file supplied with the plugin and the plugin's default settings.
  1. Dustbowl map loads
  2. More than eight players join the server, alltalk is turned OFF
  3. teamplay_round_start fires and alltalk is turned ON (attack/defend map)
  4. teamplay_setup_finished fires and alltalk is turned OFF (attack/defend map)
  5. teamplay_round_win fires and alltalk is turned ON
  6. teamplay_round_start fires and alltalk is turned ON (attack/defend map)
  7. teamplay_setup_finished fires and alltalk is turned OFF (attack/defend map)
  8. Players leave server and there are now less than eight players alltalk is turned ON
  9. teamplay_round_win fires and alltalk is left ON
  10. teamplay_round_start fires and alltalk is left ON (attack/defend map)
  11. teamplay_setup_finished fires and alltalk is left ON (attack/defend map)
  12. More than eight players join the server, alltalk is turned OFF
  13. teamplay_round_win fires and alltalk is turned ON
  14. 2Fort map loads
  15. More than eight players join the server, alltalk is turned OFF
  16. teamplay_round_start fires and alltalk is turned OFF (NOT an attack/defend map)
    If you have the teamplay_setup_finished event in the config file, it will take this setting on a non-attack/defend map since there is no setup period (only in TF2)
  17. teamplay_suddendeath_begin fires and alltalk is turned ON
  18. teamplay_round_win fires and alltalk is left ON
  19. teamplay_round_start fires and alltalk is turned OFF (NOT an attack/defend map)
  20. Players leave server and there are now less than eight players alltalk is turned ON
    etc.

If you notice, the player threshold can override whatever event state the game is in. If the threshold says turn it on, it will turn on, regardless of the event state; however if the threshold says to turn it off, and the event state says it should be on, it will be on. Additionally, understanding the order of the events will ensure you have the right setting when the event fires.

monkie 10-14-2008 20:16

Re: AllTalk Manager
 
could it be compatible with DoD: S now?

something like this:
Quote:

sm_atmroundend - Enable or Disable AllTalk at round end (Bonus Round)
is it working at DoD: S Bonus round?

Antithasys 10-14-2008 20:21

Re: AllTalk Manager
 
Actually the events I hooked were for tf2. I will make it hook the right events for each game. Take a few mins.

DontWannaName 10-14-2008 20:22

Re: AllTalk Manager
 
sm_atmroundbeg is this durring the build round?

Antithasys 10-14-2008 20:30

Re: AllTalk Manager
 
Quote:

Originally Posted by DontWannaName (Post 699958)
sm_atmroundbeg is this durring the build round?

Right now that goes from the start of the build round to the end of the round.

I can add another for tf2 that would allow another switch after the setup round.

Antithasys 10-14-2008 20:38

Re: AllTalk Manager
 
Quote:

1.0.1

Fixed events for all mods
Added TF2 event for end of setup period

icky 10-15-2008 11:43

Re: AllTalk Manager
 
I'm unsure of the sequence of TF2 events, but what I would like is to have AllTalk enabled during the "Waiting for Players" portion of a game and during the period from the end of a round until the map change. At all other times I want it disabled.

Will this plugin make that possible?

Antithasys 10-15-2008 16:28

Re: AllTalk Manager
 
Quote:

Originally Posted by icky (Post 700237)
I'm unsure of the sequence of TF2 events, but what I would like is to have AllTalk enabled during the "Waiting for Players" portion of a game and during the period from the end of a round until the map change. At all other times I want it disabled.

Will this plugin make that possible?

Yes. Well not really the waiting for players part. These settings will make do what you want, but it will be on during the "setup period"

sm_atmroundbeg 1
sm_atmsetupfinished 0
sm_atmroundend 1
sm_atmroundstalemate 0

TitularSaint 11-19-2008 20:32

Re: AllTalk Manager
 
I really like this plugin but when I run it I get a bunch of cvar messages in the chat area. Is this something I can change?

Antithasys 11-20-2008 02:05

Re: AllTalk Manager
 
Quote:

Originally Posted by TitularSaint (Post 715973)
I really like this plugin but when I run it I get a bunch of cvar messages in the chat area. Is this something I can change?

It will display the messages once per incedent/round. Any more than that and I would look at plugin conflicts.


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