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[L4D] Snare Speak 1.9


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spiderlemur
Senior Member
Join Date: Jul 2009
Old 08-09-2009 , 20:30   Re: [L4D] Snare Speak 1.8
Reply With Quote #101

Quote:
Originally Posted by GrossKopf View Post
Would it be possible to add a cvar that allows for all-talk on at the beginning of the round, until the Survivors open the Safe Room door?
I'd like to see that also.
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bman87
Senior Member
Join Date: Dec 2008
Location: Michigan
Old 08-11-2009 , 09:19   Re: [L4D] Snare Speak 1.8
Reply With Quote #102

Quote:
Originally Posted by spiderlemur View Post
I'd like to see that also.
+1, would also like to see a cvar for all talk at the start of round.

Also, can you add a cvar to disable snarespeak completely except for the end/start of round all-talk? This would be nice for scrim matches!
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Dream
Junior Member
Join Date: Aug 2009
Old 08-13-2009 , 13:45   Re: [L4D] Snare Speak 1.8
Reply With Quote #103

Is there a way to disable created/destroyed messages with the Boomer? Currently I have a channel created between the boomer and people he hits for 10 seconds. I've set snarespeak_printchannel to 0, and it works for hunters and smokers, but not Boomers.
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n0limit
Senior Member
Join Date: May 2009
Old 08-16-2009 , 11:27   Re: [L4D] Snare Speak 1.8
Reply With Quote #104

Quote:
Originally Posted by Dream View Post
Is there a way to disable created/destroyed messages with the Boomer? Currently I have a channel created between the boomer and people he hits for 10 seconds. I've set snarespeak_printchannel to 0, and it works for hunters and smokers, but not Boomers.
Yes, I've fixed this in 1.9, which is now posted.

Last edited by n0limit; 08-16-2009 at 12:36.
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n0limit
Senior Member
Join Date: May 2009
Old 08-16-2009 , 12:37   Re: [L4D] Snare Speak 1.8
Reply With Quote #105

Quote:
Originally Posted by bman87 View Post
+1, would also like to see a cvar for all talk at the start of round.

Also, can you add a cvar to disable snarespeak completely except for the end/start of round all-talk? This would be nice for scrim matches!
all talk at the start and end of rounds is kind of outside the scope of SnareSpeak anyway, I'm tempted to separate them into two complete plugins.
In the mean time, 1.9 has start of round all talk.
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GanjaStar
Senior Member
Join Date: Jun 2009
Old 08-17-2009 , 11:04   Re: [L4D] Snare Speak 1.9
Reply With Quote #106

thx for the update, but the link isn't working
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Dream
Junior Member
Join Date: Aug 2009
Old 08-17-2009 , 11:44   Re: [L4D] Snare Speak 1.9
Reply With Quote #107

Nice update. Plugin fails to compile though.
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muukis
Veteran Member
Join Date: Apr 2009
Old 08-17-2009 , 13:46   Re: [L4D] Snare Speak 1.9
Reply With Quote #108

Download this if the first post does not compile...
Attached Files
File Type: sp Get Plugin or Get Source (SnareSpeak.sp - 355 views - 10.4 KB)
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Dream
Junior Member
Join Date: Aug 2009
Old 08-17-2009 , 14:37   Re: [L4D] Snare Speak 1.9
Reply With Quote #109

Thanks.

How about adding the option for the snared Survivor to hear the Infected, and not vise-versa. Basically the opposite of the snarespeak_twoway.

Also, why not a message at the start of each round (or match, you can set this in the config file) that says something along the lines of, "SnareSpeak Enabled You can now converse with your attacker."

A lot of the times people that haven't played with SnareSpeak think that AllTalk is on. A message similar to that could release some confusion. It's nice for a server like mine, where I don't use advertisements and where most people don't pay attention to the MOTD. A simple one liner could do people a lot of good.

And definitely an option to turn off SnareSpeak (I know, weird), but keep AllTalk at the end/start of rounds. That feature is just as good, if not better, as the rest of the plugin.

Love the plugin, keep up the good work.
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Last edited by Dream; 08-17-2009 at 15:35.
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n0limit
Senior Member
Join Date: May 2009
Old 08-17-2009 , 16:36   Re: [L4D] Snare Speak 1.9
Reply With Quote #110

Quote:
Originally Posted by Dream View Post
Nice update. Plugin fails to compile though.
Sorry about that guys. I was in a hurry. It should compile fine now.
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