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clutchh
SourceMod Donor
Join Date: Feb 2008
Old 07-27-2010 , 19:09   Re: Connect Announce
Reply With Quote #511

Do you know which file it saves them too?
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Arg!
Veteran Member
Join Date: Jul 2008
Location: Australia
Old 07-27-2010 , 19:17   Re: Connect Announce
Reply With Quote #512

damn i was hoping u wouldnt ask that since i cant remember off the top of my head.

<goes looking>

ah yes - /addons/sourcemod/data/cannounce_messages.txt
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clutchh
SourceMod Donor
Join Date: Feb 2008
Old 07-27-2010 , 19:28   Re: Connect Announce
Reply With Quote #513

It doesn't look like my inputs are saving there.

Could you provide us with an example of how it should look?

Code:
 
"CustomJoinMessages"
{
}
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Arg!
Veteran Member
Join Date: Jul 2008
Location: Australia
Old 07-27-2010 , 19:36   Re: Connect Announce
Reply With Quote #514

From the instructions:
Quote:
sm_joinmsgonid '<steamId>' '<player name>' - allows specified steam id to set a custom join message, useful if player not in game. Player name is only an indicator so the file storing the messages is human readable.
That one enables the custom message/sound for that steam id (can use sm_joinmsgon if they are in game when you run it)

Quote:
sm_setjoinmsgid '<steamId>' '<message>' - set a custom join message for steam id, if it is allowed
That one sets the actual custom message for the steam id, assuming it has already been enabled for that steam id. (Can use sm_setjoinmsg if they are in game)

Quote:
sm_setjoinsndid '<steamId>' '<sound file path>' - set a custom join sound for steam id, if it is allowed
That will set the sound for the steam id, assuming it has been enabled. (can use sm_setjoinsnd if in game)

Also pay note of what message is returned in the console when you run any of these commands, it may have useful information!
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clutchh
SourceMod Donor
Join Date: Feb 2008
Old 07-28-2010 , 19:01   Re: Connect Announce
Reply With Quote #515

Gotcha, everything is working great now.

One last question, will that player be able to change anything himself after I input all of the above? (I want to be the only one who can do this.)
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Arg!
Veteran Member
Join Date: Jul 2008
Location: Australia
Old 07-28-2010 , 19:14   Re: Connect Announce
Reply With Quote #516

yes they will.
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clutchh
SourceMod Donor
Join Date: Feb 2008
Old 07-28-2010 , 19:28   Re: Connect Announce
Reply With Quote #517

Anyway to disable that? Definitely don't want them changing anything themselves.

Noticed a problem after my last post though. I can hear sounds fine because I manually added them to my sounds folder. Everyone else is downloading the sounds from the server and don't hear anything. The sounds re-download everytime they join but don't save into their sounds folder.
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Arg!
Veteran Member
Join Date: Jul 2008
Location: Australia
Old 07-28-2010 , 19:34   Re: Connect Announce
Reply With Quote #518

im not sure but it might be possible to add admin flags to a console command? Perhaps with another plugin... not sure.

The sounds issue is probably a symptom of your sv_pure whitelist configuration. Ive written a tool to help with that - http://forums.alliedmods.net/showthread.php?t=100504
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clutchh
SourceMod Donor
Join Date: Feb 2008
Old 07-28-2010 , 19:53   Re: Connect Announce
Reply With Quote #519

I have sv_pure set to 0. So that can't be it...
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Arg!
Veteran Member
Join Date: Jul 2008
Location: Australia
Old 07-28-2010 , 20:05   Re: Connect Announce
Reply With Quote #520

make sure your pathing is correct in the data file eg

"soundfile" "custom/cannounce/mysoundfile.mp3"

can be anywhere under the sound directory but make sure your setting the path as above.
Try testing it with a core hl2 sound to see if it plays.
Make sure your clients dont have the setting to block custom content enabled.
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