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[css] Advanced Voice Communications (Dead All Talk)


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databomb
Veteran Member
Join Date: Jun 2009
Location: california
Old 06-19-2011 , 11:27   Re: [ANY] Advanced Voice Communications (Dead All Talk)
Reply With Quote #51

Turn sv_alltalk to 0. sv_alltalk is a server cvar that overrides other settings and you should have it turned off so that the plugin is able to handle all your requirements. For example, my sv_alltalk is 0 and I have all talk on when alive - it's enabled by the plugin not from sv_alltalk 1.
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DJRenegade
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Join Date: Jun 2011
Old 06-19-2011 , 11:49   Re: [ANY] Advanced Voice Communications (Dead All Talk)
Reply With Quote #52

Yea but if i disable sv_alltalk then i still have the same problem. This is what im wanting;

1) Round start mute for 30 seconds (Ts)
2) When dead you can still talk to the living
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namine
SourceMod Donor
Join Date: Jul 2010
Old 06-19-2011 , 16:25   Re: [ANY] Advanced Voice Communications (Dead All Talk)
Reply With Quote #53

How stable would this be with the updated sdktools? Would it crash if, say, 50+ players were on the server?
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databomb
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Join Date: Jun 2009
Location: california
Old 06-19-2011 , 21:23   Re: [ANY] Advanced Voice Communications (Dead All Talk)
Reply With Quote #54

Quote:
Originally Posted by DJRenegade View Post
Yea but if i disable sv_alltalk then i still have the same problem. This is what im wanting;

1) Round start mute for 30 seconds (Ts)
2) When dead you can still talk to the living
Follow the larger jailbreak sample config from the front page but set sm_deadtalk to 0 instead of -1 and set the time to 30 seconds.

Quote:
sv_alltalk 1
sm_deadtalk 0
sm_voicecomm_mutedteam 2
sm_voicecomm_startmuted 1
sm_voicecomm_mutetime 30.0
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databomb
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Join Date: Jun 2009
Location: california
Old 06-19-2011 , 21:27   Re: [ANY] Advanced Voice Communications (Dead All Talk)
Reply With Quote #55

Quote:
Originally Posted by namine View Post
How stable would this be with the updated sdktools? Would it crash if, say, 50+ players were on the server?
It would not be an issue unless you went over the array limit of 65.
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DJRenegade
Junior Member
Join Date: Jun 2011
Old 06-20-2011 , 14:08   Re: [ANY] Advanced Voice Communications (Dead All Talk)
Reply With Quote #56

Quote:
Originally Posted by databomb View Post
Follow the larger jailbreak sample config from the front page but set sm_deadtalk to 0 instead of -1 and set the time to 30 seconds.
OK ill try this - i thought id tried it before but it didnt seem to work, will get back if it doesnt - Thanks BTW, good plugin

Last edited by DJRenegade; 06-21-2011 at 05:50.
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DJRenegade
Junior Member
Join Date: Jun 2011
Old 06-21-2011 , 05:49   Re: [ANY] Advanced Voice Communications (Dead All Talk)
Reply With Quote #57

Still doesnt work - if i set it to that then for some reason the mute for Ts at round start stops working

This is the .cfg im using

Quote:
// This file was auto-generated by SourceMod (v1.3.7)
// ConVars for plugin "voicecomm.smx"


// Enable or disable the messages: 0 - disabled, 1 - enabled
// -
// Default: "1"
// Minimum: "0.000000"
// Maximum: "1.000000"
sm_voicecomm_announce "1"

// Controls whether players will automatically be unmuted when rejoining or if previous mutes are enforced.
// -
// Default: "1"
// Minimum: "0.000000"
// Maximum: "1.000000"
sm_voicecomm_blockunmuteonreconnect "1"

// Controls hearing after death. 0 - Dead players do not hear alive players. 1 - Dead hear alive.
// -
// Default: "1"
// Minimum: "0.000000"
// Maximum: "1.000000"
sm_voicecomm_deadhearalive "1"

// Defines the team to mute if startmuted is enabled. In CS:S, 2=Terrorists, 3=CTs
// -
// Default: "2"
// Minimum: "1.000000"
// Maximum: "3.000000"
sm_voicecomm_mutedteam "2"

// Controls the length of time terrorists are muted starting from the beginning of the round.
// -
// Default: "29.0"
// Minimum: "2.500000"
sm_voicecomm_mutetime "30.0"

// Controls whether all talk is turned on between the time between rounds
// -
// Default: "1"
// Minimum: "0.000000"
// Maximum: "1.000000"
sm_voicecomm_roundendalltalk "1"

// Controls whether spectators are automatically muted. (Admins are exempt).
// -
// Default: "1"
// Minimum: "0.000000"
// Maximum: "1.000000"
sm_voicecomm_spectatormute "1"

// Controls whether a team starts the round muted.
// -
// Default: "1"
// Minimum: "0.000000"
// Maximum: "1.000000"
sm_voicecomm_startmuted "1"

// Controls talking when alive if voicecomm is set to 2. 0 - Players talk to both teams when alive, 1 - Players talk to only their teammates when alive
// -
// Default: "0"
// Minimum: "0.000000"
// Maximum: "1.000000"
sm_voicecomm_teamtalk "0"

sm_deadtalk 0

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databomb
Veteran Member
Join Date: Jun 2009
Location: california
Old 06-21-2011 , 08:47   Re: [ANY] Advanced Voice Communications (Dead All Talk)
Reply With Quote #58

If your sv_alltalk is 1 then you should not have sm_voicecomm_roundendalltalk set to 1 as well. Set this to 0 and restart. The round end all-talk is for those servers who have sv_alltalk normally off and want everyone to be able to talk between rounds. It has the opposite effect if you normally have sv_alltalk on!
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daleGEND
AlliedModders Donor
Join Date: Feb 2005
Location: USA
Old 06-21-2011 , 19:12   Re: [ANY] Advanced Voice Communications (Dead All Talk)
Reply With Quote #59

Sorry, this may be a silly question but what I want to do is allow all of my admins to see all conversations that take place in chat. How would I do that with this plugin?
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databomb
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Join Date: Jun 2009
Location: california
Old 06-21-2011 , 22:20   Re: [ANY] Advanced Voice Communications (Dead All Talk)
Reply With Quote #60

daleGEND,

That's a little out of the purview of this plugin. There should already be some plugins that do this for the chat messages that you could find through the plugin search.
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