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[L4D] Snare Speak 1.9


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Naow
Senior Member
Join Date: Feb 2009
Old 06-24-2009 , 11:42   Re: [L4D] Snare Speak
Reply With Quote #31

Quote:
Originally Posted by Thraka View Post
One thing that would be cool, is when the round ends, ALL TALK turns on.
Good idea !! Do you think is it possible to do n0limit ?
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n0limit
Senior Member
Join Date: May 2009
Old 06-24-2009 , 21:06   Re: [L4D] Snare Speak
Reply With Quote #32

Quote:
Originally Posted by Naow View Post
Good idea !! Do you think is it possible to do n0limit ?
Yes it's possible, I'll look into it for the next version.
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Icettiflow
Senior Member
Join Date: Jan 2009
Old 06-25-2009 , 11:36   Re: [L4D] Snare Speak
Reply With Quote #33

Quote:
Originally Posted by n0limit View Post
Yes it's possible, I'll look into it for the next version.
If you do this, please create a CVAR to turn this on or off.
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n0limit
Senior Member
Join Date: May 2009
Old 06-25-2009 , 17:07   Re: [L4D] Snare Speak
Reply With Quote #34

Quote:
Originally Posted by Icettiflow View Post
If you do this, please create a CVAR to turn this on or off.
But of course
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n0limit
Senior Member
Join Date: May 2009
Old 06-26-2009 , 00:25   Re: [L4D] Snare Speak 1.4
Reply With Quote #35

end of round all talk added. You must set snarespeak_endofround_alltalk 1 to enable it.
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AngryVag
Member
Join Date: Jun 2009
Old 06-26-2009 , 00:57   Re: [L4D] Snare Speak 1.4
Reply With Quote #36

Quote:
Originally Posted by n0limit View Post
end of round all talk added. You must set snarespeak_endofround_alltalk 1 to enable it.
Awesome thanks! But where it prints out that all talk is set to 1 it is also printing out sv_tags... possible to clip that bit off the end?
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n0limit
Senior Member
Join Date: May 2009
Old 06-26-2009 , 07:25   Re: [L4D] Snare Speak 1.4
Reply With Quote #37

Quote:
Originally Posted by AngryVag View Post
Awesome thanks! But where it prints out that all talk is set to 1 it is also printing out sv_tags... possible to clip that bit off the end?
I tried last night to do that, but it ended with failure.

sv_alltalk is set with the FCVAR_NOTIFY flag, which means it notifies clients whenever it changes.

SetConVarBool has a section to specify if a client is notified, but
Quote:
SetConVarBool

Sets the boolean value of a console variable. Note: The replicate and notify params are ignored on the engines for Episode 2/Orange Box and Left 4 Dead. These engines automatically replicates and notifies as soon as the convar is changed.
So I don't know how to remove those notifications. I guess I could remove the all talk line, but then people may assume it stays all talk all round.
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Sirenic
Junior Member
Join Date: Jun 2009
Old 06-26-2009 , 15:28   Re: [L4D] Snare Speak 1.4
Reply With Quote #38

Thanks.

Last edited by Sirenic; 06-26-2009 at 15:30.
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AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 06-27-2009 , 04:40   Re: [L4D] Snare Speak 1.4
Reply With Quote #39

No one ever realizes whats going on with this plugin ... they think suddely hearing enemy voicechat is a bug or something. Maybe a chat message when a channel is opened, to the infected and his grabbed survivor?
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n0limit
Senior Member
Join Date: May 2009
Old 06-27-2009 , 04:44   Re: [L4D] Snare Speak 1.4
Reply With Quote #40

Quote:
Originally Posted by AtomicStryker View Post
No one ever realizes whats going on with this plugin ... they think suddely hearing enemy voicechat is a bug or something. Maybe a chat message when a channel is opened, to the infected and his grabbed survivor?
snarespeak_printchannel - Print to player chat when a voice channel is created and destroyed. Default is 0.

Set it to 1. I'll probably change this default in the next version.
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