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[ANY] AllChat (aka DeadChat)


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Author
Frenzzy
SourceMod Donor
Join Date: Jan 2007
Location: Russia
Plugin ID:
2649
Plugin Version:
1.1.1
Plugin Category:
General Purpose
Plugin Game:
Any
Plugin Dependencies:
    Servers with this Plugin:
    1038 
    Plugin Description:
    All players can see each other chat messages like players can hear each other at sv_alltalk 1.
    Old 11-09-2011 , 22:20   [ANY] AllChat (aka DeadChat)
    Reply With Quote #1

    AllChat

    This plugin allows dead players using chat to communicate with alive players. Plugin just duplicates the messages to players who can not see it because of the death or other game restrictions, so no hidden admin messages, messages of muted users, or similar things that would not normally be visible in chat will ever be exposed. By default it will read sv_alltalk as it's enable cvar. You can use the override cvar to enable or disable the plugin regardless of sv_alltalk (see below). Alive players will see exactly what the dead players see as far as chat msgs go. The relayed messages are exactly identical to the standard and the clients language is taken into account (unlike some already availalable plugins offering deadchat). Actually, they are the standard messages, as the plugin triggers the localized phrases on the client, rather than trying to format the messages itself.

    Features:
    • Dead players and spectators can chat with the living players.
    • Team-only messages remain team-only (if from a dead player, visible to his dead/alive team).
    • Message formatting and prefixes (Terrorist, Spectator, etc.) completely identical to standard, supporting all client languages.

    Screenshots:
    Supported Games:
    • OrangeBox engine based (CS:S, DOD:S, TF2 and ect).
    • Any (if SayText2 user messages is supported).

    Requirements:
    • SourceMod v1.4 or above.
    • (optional) Updater if you want to receive plugin updates automatically.

    Installation:
    • Add allchat.smx to your plugins directory: ../addons/sourcemod/plugins/allchat.smx

    Convars:
    • sm_allchat_mode <0|1|2> - Players can see all chat messages without dead or other restrictions.
      • 0 = No. Standard behavior.
      • 1 = Yes. Players will see all chat messages.
      • 2 = Yes. Players will see all messages if sv_alltalk is enabled. *Default
    • sm_allchat_team <0|1|2> - Who can see say_team messages?
      • 0 = Teammates only. Standard behavior.
      • 1 = All teammates without dead or other restrictions. *Default
      • 2 = All players without dead or other restrictions.

    Changelog:
    • 1.0.0 (November 10th 2011) - Initial release.
    • 1.1.0 (November 28th 2011) - Added command to customize say_team messages: sm_allchat_team.
    • 1.1.1 (November 30th 2011) - Code optimization.

    Similar plugins:
    Tags: allchat, deadchat, alltalk, talk, speak, tell, chat, print, say, say_team, player_say, dead, alive, spec, team, relay
    Attached Files
    File Type: sp Get Plugin or Get Source (allchat.sp - 3366 views - 5.9 KB)
    File Type: smx allchat.smx (4.7 KB, 6550 views)
    __________________
    My Plugins: AllChat, GeoLocation

    Last edited by Frenzzy; 03-29-2012 at 14:46.
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    Bacardi
    Veteran Member
    Join Date: Jan 2010
    Location: Battlefield 1 fields
    Old 11-10-2011 , 03:15   Re: [ANY] AllChat (aka DeadChat or ChatAllTalk)
    Reply With Quote #2

    I prefer use HookUserMessage() than commands "say" "say_team".
    But, this is only my opinion.

    Question, what happen when admin use silent chat commands ?
    /hp @me 500

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    Frenzzy
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    Join Date: Jan 2007
    Location: Russia
    Old 11-10-2011 , 12:07   Re: [ANY] AllChat (aka DeadChat or ChatAllTalk)
    Reply With Quote #3

    Quote:
    Originally Posted by Bacardi View Post
    I prefer use HookUserMessage() than commands "say" "say_team".
    But, this is only my opinion.
    We can not rely only on HookUserMessage() because this event can fired more than once for the same chat messages under certain conditions. This will result in duplicate messages. I use "say" and "say_team" commands only in order to determine who should see the chat message - one team or all players.

    Quote:
    Originally Posted by Bacardi View Post
    Question, what happen when admin use silent chat commands ?
    /hp @me 500
    There will be something that would have occurred in the absence of the plugin. This plugin just copies the message after at least one of the players saw the chat message (player_say event). The message is copied only for those players who have not received it by default (eg because of dead or other restrictions). If none of the players saw the message, it means nothing to copy, right? (:
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    Bacardi
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    Join Date: Jan 2010
    Location: Battlefield 1 fields
    Old 11-10-2011 , 13:22   Re: [ANY] AllChat (aka DeadChat or ChatAllTalk)
    Reply With Quote #4

    I didn't look more specifically, sorry my bad.
    You have use event and hookusermessage. ok ok.
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    St00ne
    Veteran Member
    Join Date: Jan 2011
    Location: Annecy - France
    Old 11-27-2011 , 16:31   Re: [ANY] AllChat (aka DeadChat or ChatAllTalk)
    Reply With Quote #5

    Hi there,

    it was time for an update of the 2 other plugins, I will try your plugin right away.

    Deadchat 1.3 was creating hundreds of such error lines in my error logs:

    Quote:
    L 11/05/2011 - 00:08:00: SourceMod error session started
    L 11/05/2011 - 00:08:00: Info (map "de_nightfever") (file "errors_20111105.log")
    L 11/05/2011 - 00:08:00: [SM] Native "StartMessage" reported: Unable to execute a new message, there is already one in progress
    L 11/05/2011 - 00:08:00: [SM] Displaying call stack trace for plugin "deadchat_cstrike.smx":
    L 11/05/2011 - 00:08:00: [SM] [0] Line 201, /groups/sourcemod/compiler-1.4/include/usermessages.inc::StartMessageOne()
    L 11/05/2011 - 00:08:00: [SM] [1] Line 242, /home/groups/sourcemod/upload_tmp/phpGUp19i.sp:rintGameChatMessage()
    L 11/05/2011 - 00:08:00: [SM] [2] Line 156, /home/groups/sourcemod/upload_tmp/phpGUp19i.sp::SayText2PostHook()
    L 11/05/2011 - 00:22:40: Error log file session closed.
    Do you know what does it come from?
    And could it be fixed? I asked on the thread but I had no answer

    I liked the deadchat_teamsay binary of this plugin.
    If set to 0, dead players can NOT talk with their alive teammates without being read by enemies (by using say_team command).
    If set to 1, dead players can talk only with their dead AND ALIVE teammates without being read by enemies (pressing "u", by default), allowing them "ghost chatting" to give indications like "they are in bombsite B" or so...
    Of course it's better to play with deadchat_teamsay 0. This way when they press u, deadplayers only talk with dead players of their team (like if plugin was disabled).

    Anyway I'll try yours and give feedback.

    Regards,

    St00ne

    Last edited by St00ne; 11-27-2011 at 16:33.
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    Frenzzy
    SourceMod Donor
    Join Date: Jan 2007
    Location: Russia
    Old 11-28-2011 , 10:09   Re: [ANY] AllChat (aka DeadChat or ChatAllTalk)
    Reply With Quote #6

    Quote:
    Originally Posted by St00ne View Post
    Deadchat 1.3 was creating hundreds of such error lines in my error logs:

    Do you know what does it come from?
    And could it be fixed? I asked on the thread but I had no answer
    Yes, I know why this error happens. This was fixed in my plugin.

    Quote:
    Originally Posted by St00ne View Post
    I liked the deadchat_teamsay binary of this plugin.
    If set to 0, dead players can NOT talk with their alive teammates without being read by enemies (by using say_team command).
    If set to 1, dead players can talk only with their dead AND ALIVE teammates without being read by enemies (pressing "u", by default), allowing them "ghost chatting" to give indications like "they are in bombsite B" or so...
    Of course it's better to play with deadchat_teamsay 0. This way when they press u, deadplayers only talk with dead players of their team (like if plugin was disabled).
    Thanks for your feedback, I added a similar feature in my plugin.
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    St00ne
    Veteran Member
    Join Date: Jan 2011
    Location: Annecy - France
    Old 11-29-2011 , 18:34   Re: [ANY] AllChat (aka DeadChat)
    Reply With Quote #7

    Hi there,

    Thanks for the answers.

    I also had these lines in my logs:

    Quote:
    L 11/28/2011 - 00:16:20: SourceMod error session started
    L 11/28/2011 - 00:16:20: Info (map "surf_dust2005_final") (file "errors_20111128.log")
    L 11/28/2011 - 00:16:20: [SM] Native "GetClientTeam" reported: Client index 0 is invalid
    L 11/28/2011 - 00:16:20: [SM] Displaying call stack trace for plugin "allchat.smx":
    L 11/28/2011 - 00:16:20: [SM] [0] Line 153, allchat.sp::Event_PlayerSay()
    L 11/28/2011 - 00:16:21: [SM] Native "GetClientTeam" reported: Client index 0 is invalid
    L 11/28/2011 - 00:16:21: [SM] Displaying call stack trace for plugin "allchat.smx":
    L 11/28/2011 - 00:16:21: [SM] [0] Line 153, allchat.sp::Event_PlayerSay()
    L 11/28/2011 - 00:16:22: [SM] Native "GetClientTeam" reported: Client index 0 is invalid
    L 11/28/2011 - 00:16:22: [SM] Displaying call stack trace for plugin "allchat.smx":
    L 11/28/2011 - 00:16:22: [SM] [0] Line 153, allchat.sp::Event_PlayerSay()
    Did you know about them?

    If not, can you fix that?

    Regards,

    St00ne
    St00ne is offline
    Frenzzy
    SourceMod Donor
    Join Date: Jan 2007
    Location: Russia
    Old 11-30-2011 , 10:42   Re: [ANY] AllChat (aka DeadChat)
    Reply With Quote #8

    Quote:
    Originally Posted by St00ne View Post
    Did you know about them?

    If not, can you fix that?
    Fixed use the latest version.
    __________________
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    St00ne
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    Join Date: Jan 2011
    Location: Annecy - France
    Old 11-30-2011 , 11:53   Re: [ANY] AllChat (aka DeadChat)
    Reply With Quote #9

    Thanks,

    I'll post feedback as soon as I try it.

    ++
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    St00ne
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    Old 11-30-2011 , 16:58   Re: [ANY] AllChat (aka DeadChat)
    Reply With Quote #10

    Okay, how do I have to set my config to have this please?

    - alive players being able to chat with everyone (say command) or only with teammates (say_team command)
    - dead players NOT being able to use say_team, or if they do so, only dead players of their team can read them (not alive teammates)
    -> alternatively: even enemies can read them
    - spectators: same as dead players

    In short, I want to enable this plugin but avoid ghost chat.

    Should it be this:
    sv_alltalk 1
    sm_allchat_mode 2
    sm_allchat_team 0

    or this:
    sv_alltalk 1
    sm_allchat_mode 2
    sm_allchat_team 2

    Also, if sv_alltalk is set to 0 but sm_allchat_mode is set to 1... is it the same as sv_alltalk 1 and sv_allchat_mode 2?
    Are alive players still able to use team_say?

    Thanks,

    St00ne

    Last edited by St00ne; 11-30-2011 at 17:15.
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