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No Coloured Playernames since update


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Roger Devil
Senior Member
Join Date: Dec 2004
Location: Germany
Old 03-16-2007 , 04:52   No Coloured Playernames since update
Reply With Quote #1

Hi folks,
since the last update from 14.03.2007 they must have changed the way to display playernames in the team-colour for chat-messages.
Code:
	bf_write *pWrite;
	pWrite = engine->UserMessageBegin((IRecipientFilter *)&filter,3);
	pWrite->WriteByte(nId); // nId is the id of the player
	pWrite->WriteString("Player xxxx is camping);
	pWrite->WriteByte(1);
	engine->MessageEnd();
Does anyone have an solution ???
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BeetleFart
SourceMod Donor
Join Date: Apr 2004
Old 03-16-2007 , 05:48   Re: No Coloured Playernames since update
Reply With Quote #2

Quote:
Originally Posted by Roger Devil View Post
Hi folks,
since the last update from 14.03.2007 they must have changed the way to display playernames in the team-colour for chat-messages.
Code:
	bf_write *pWrite;
	pWrite = engine->UserMessageBegin((IRecipientFilter *)&filter,3);
	pWrite->WriteByte(nId); // nId is the id of the player
	pWrite->WriteString("Player xxxx is camping);
	pWrite->WriteByte(1);
	engine->MessageEnd();
Does anyone have an solution ???

i added pWrite->WriteByte(0x02); before the text string
and added pWrite->WriteByte(0x01);
after the text string and its working for me
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Roger Devil
Senior Member
Join Date: Dec 2004
Location: Germany
Old 03-16-2007 , 09:11   Re: No Coloured Playernames since update
Reply With Quote #3

Thx a lot, it works
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c0ldfyr3
AlliedModders Donor
Join Date: Aug 2005
Location: Ireland
Old 05-19-2007 , 10:16   Re: No Coloured Playernames since update
Reply With Quote #4

Quote:
Originally Posted by BeetleFart View Post
i added pWrite->WriteByte(0x02); before the text string
and added pWrite->WriteByte(0x01);
after the text string and its working for me
So..

Code:
	bf_write *pWrite;
	pWrite = engine->UserMessageBegin((IRecipientFilter *)&filter,3);
	pWrite->WriteByte(0x02); 
	pWrite->WriteString("Player xxxx is camping);
        pWrite->WriteByte(0x01);
	pWrite->WriteByte(1);
	engine->MessageEnd();
OR

Code:
	bf_write *pWrite;
	pWrite = engine->UserMessageBegin((IRecipientFilter *)&filter,3);
	pWrite->WriteByte(nId); // nId is the id of the player
	pWrite->WriteByte(0x02); 
	pWrite->WriteString("Player xxxx is camping);
        pWrite->WriteByte(0x01);
	engine->MessageEnd();
OR

Code:
	bf_write *pWrite;
	pWrite = engine->UserMessageBegin((IRecipientFilter *)&filter,3);
	pWrite->WriteByte(nId); // nId is the id of the player
	pWrite->WriteByte(0x02); 
	pWrite->WriteString("Player xxxx is camping);
        pWrite->WriteByte(0x01);
        pWrite->WriteByte(1);
	engine->MessageEnd();
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Saul
Junior Member
Join Date: Jun 2007
Old 06-23-2007 , 06:58   Re: No Coloured Playernames since update
Reply With Quote #5

This works:
Code:
        // Color of player index
        pWrite->WriteByte( PlayerIndex );    // For global message: 0
        pWrite->WriteByte(0x02);

        // Add the message
        pWrite->WriteString( Message );        // Add the message

        // Add color byte
        pWrite->WriteByte(0x01);
        pWrite->WriteByte(0);

        // Send the message
        engine->MessageEnd();
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Nicolous
Junior Member
Join Date: May 2005
Location: Reims (France)
Old 08-27-2007 , 08:49   Re: No Coloured Playernames since update
Reply With Quote #6

This method does not make possible to place other colors than the colour of the team in the message.
I found an other method which make possible to place multi-colours in the message :

Code:
// void sayMsg(char * mess, int playerIndex = 0);
void sayMsg(char * mess, int playerIndex)
{
	MRecipientFilter filter; 
	filter.AddAllPlayers();
	bf_write * pBitBuf = engine->UserMessageBegin( &filter, SAYTEXT ); // SAYTEXT == 3
	pBitBuf->WriteByte(playerIndex); // playerIndex is the index of the player whose name is quoted in the message
	pBitBuf->WriteString(mess);
	pBitBuf->WriteByte(1);  // or 0, I don't know the difference
	engine->MessageEnd();
}
Example :
Code:
char buf[64];
Q_snprintf(buf,sizeof(buf),"\004Player \003%s\001 is dead\n",player->GetName());
sayMsg(buf,engine->IndexOfEdict(pEntity));
can display :
Quote:
Player Nicolous is dead
if Nicolous is CT
When "indexPlayer" is 0, the text is lightgreen.

If I use this function :
Code:
void sayMsg(const char * mess) // No index provided
{
	MRecipientFilter filter; 
	filter.AddAllPlayers();
	bf_write * pBitBuf = engine->UserMessageBegin( &filter, MESSAGE_SAYTEXT );
	// pBitBuf->WriteByte(index); // NO index provided
	pBitBuf->WriteByte(0x02);
	pBitBuf->WriteString(buf);
	pBitBuf->WriteByte(0x01);
	pBitBuf->WriteByte(1);
	engine->MessageEnd();
}
when I write
Code:
sayMsg("This text is \003red or blue\001\n");
the text "red or blue" is randomly red or blue. However "red or blue” is not the name of a player
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Last edited by Nicolous; 08-27-2007 at 10:03.
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Saul
Junior Member
Join Date: Jun 2007
Old 09-17-2007 , 11:19   Re: No Coloured Playernames since update
Reply With Quote #7

Maybe its thinking 0x02 (which as an integer is 2) is the index. And probably the first person on CT or T will be index 2?
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Nicolous
Junior Member
Join Date: May 2005
Location: Reims (France)
Old 09-17-2007 , 11:34   Re: No Coloured Playernames since update
Reply With Quote #8

Well, in reality on a dedicated server the color is always white, not randomly red or blue

On my listen server when I'm CT the message appears red, and it appears blue when I'm T It's not fully logic
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Fredd
Veteran Member
Join Date: Jul 2007
Old 03-16-2008 , 02:26   Re: No Coloured Playernames since update
Reply With Quote #9

Nicolous: i been trying to use your second way but it doesnt seem to work with SayText or SayText2...i just get all orange text
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