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Need plugin


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code
Member
Join Date: Nov 2011
Old 02-23-2014 , 18:49   Need plugin
Reply With Quote #1

To stop ingame nickname change..
I will pay you
Skype - trollis54321
for > cs1.6

Last edited by code; 02-23-2014 at 19:13.
code is offline
arthurdead
Senior Member
Join Date: Jul 2013
Old 02-23-2014 , 19:09   Re: Need plugin
Reply With Quote #2

i dont known what game you want anyways here is an css version

PHP Code:
#include <sourcemod>
#include <sdktools>
#pragma semicolon 1

public OnPluginStart()
{
    
AddCommandListener(Command_NameChange"name");
    
HookUserMessage(GetUserMessageId("SayText2"), SayText2true);
}

public 
Action:Command_NameChange(client, const String:command[], args)
{
    return 
Plugin_Handled;
}

public 
Action:SayText2(UserMsg:msg_idHandle:bfplayers[], playersNumbool:reliablebool:init)
{
    if(!
reliable)
    {
        return 
Plugin_Continue;
    }
    new 
String:buffer[25];
    
BfReadChar(bf);
    
BfReadChar(bf);
    
BfReadString(bfbuffersizeof(buffer));
    if(
StrEqual(buffer"#Cstrike_Name_Change"))
    {
        return 
Plugin_Handled;
    }
    return 
Plugin_Continue;

arthurdead is offline
SPYderman
Senior Member
Join Date: Aug 2013
Old 02-23-2014 , 19:13   Re: Need plugin
Reply With Quote #3

Quote:
Originally Posted by arthurdead View Post
i dont known what game you want anyways here is an css version

PHP Code:
#include <sourcemod>
#include <sdktools>
#pragma semicolon 1
 
public OnPluginStart()
{
    
AddCommandListener(Command_NameChange"name");
    
HookUserMessage(GetUserMessageId("SayText2"), SayText2true);
}
 
public 
Action:Command_NameChange(client, const String:command[], args)
{
    return 
Plugin_Handled;
}
 
public 
Action:SayText2(UserMsg:msg_idHandle:bfplayers[], playersNumbool:reliablebool:init)
{
    if(!
reliable)
    {
        return 
Plugin_Continue;
    }
    new 
String:buffer[25];
    
BfReadChar(bf);
    
BfReadChar(bf);
    
BfReadString(bfbuffersizeof(buffer));
    if(
StrEqual(buffer"#Cstrike_Name_Change"))
    {
        return 
Plugin_Handled;
    }
    return 
Plugin_Continue;

Could you do this for TF2? Except, not really stopping the name change, but, hiding it.

Last edited by SPYderman; 02-23-2014 at 19:14.
SPYderman is offline
code
Member
Join Date: Nov 2011
Old 02-23-2014 , 19:15   Re: Need plugin
Reply With Quote #4

no i need for cs 1.6
code is offline
arthurdead
Senior Member
Join Date: Jul 2013
Old 02-23-2014 , 19:16   Re: Need plugin
Reply With Quote #5

Quote:
Originally Posted by code View Post
no i need for cs 1.6
you known this is the sourcemod forum for source engine games if you want for cs 1.6 Go Here
arthurdead is offline
arthurdead
Senior Member
Join Date: Jul 2013
Old 02-23-2014 , 19:17   Re: Need plugin
Reply With Quote #6

Quote:
Originally Posted by SPYderman View Post
Could you do this for TF2? Except, not really stopping the name change, but, hiding it.
PHP Code:
#include <sourcemod>
#include <sdktools>
#pragma semicolon 1
 
public OnPluginStart()
{
    
HookUserMessage(GetUserMessageId("SayText2"), SayText2true);
}
 
public 
Action:SayText2(UserMsg:msg_idHandle:bfplayers[], playersNumbool:reliablebool:init)
{
    if(!
reliable)
    {
        return 
Plugin_Continue;
    }
    new 
String:buffer[25];
    
BfReadChar(bf);
    
BfReadChar(bf);
    
BfReadString(bfbuffersizeof(buffer));
    if(
StrEqual(buffer"#TF_Name_Change"))
    {
        return 
Plugin_Handled;
    }
    return 
Plugin_Continue;

idk if works
arthurdead is offline
SPYderman
Senior Member
Join Date: Aug 2013
Old 02-23-2014 , 23:35   Re: Need plugin
Reply With Quote #7

Quote:
Originally Posted by arthurdead View Post
PHP Code:
#include <sourcemod>
#include <sdktools>
#pragma semicolon 1
 
public OnPluginStart()
{
    
HookUserMessage(GetUserMessageId("SayText2"), SayText2true);
}
 
public 
Action:SayText2(UserMsg:msg_idHandle:bfplayers[], playersNumbool:reliablebool:init)
{
    if(!
reliable)
    {
        return 
Plugin_Continue;
    }
    new 
String:buffer[25];
    
BfReadChar(bf);
    
BfReadChar(bf);
    
BfReadString(bfbuffersizeof(buffer));
    if(
StrEqual(buffer"#TF_Name_Change"))
    {
        return 
Plugin_Handled;
    }
    return 
Plugin_Continue;

idk if works
Works perfectly, is it possible to do this for just bots?
SPYderman is offline
arthurdead
Senior Member
Join Date: Jul 2013
Old 02-23-2014 , 23:43   Re: Need plugin
Reply With Quote #8

Quote:
Originally Posted by SPYderman View Post
Works perfectly, is it possible to do this for just bots?
PHP Code:
#include <sourcemod>
#include <sdktools>
#pragma semicolon 1
 
public OnPluginStart()
{
    
HookUserMessage(GetUserMessageId("SayText2"), SayText2true);
}
 
public 
Action:SayText2(UserMsg:msg_idHandle:bfplayers[], playersNumbool:reliablebool:init)
{
    if(!
reliable)
    {
        return 
Plugin_Continue;
    }
    new 
String:buffer[25];
    if(!
IsFakeClient(BfReadChar(bf)))
    {
        return 
Plugin_Continue;
    }
    
BfReadChar(bf);
    
BfReadString(bfbuffersizeof(buffer));
    if(
StrEqual(buffer"#TF_Name_Change"))
    {
        return 
Plugin_Handled;
    }
    return 
Plugin_Continue;

only checked if compiles

Last edited by arthurdead; 02-23-2014 at 23:46.
arthurdead is offline
MafiaBoss
AlliedModders Donor
Join Date: Aug 2013
Old 02-25-2014 , 23:31   Re: Need plugin
Reply With Quote #9

Can I have the version for TF2 where it restricts name changes? Tyvm.
MafiaBoss is offline
SPYderman
Senior Member
Join Date: Aug 2013
Old 02-25-2014 , 23:57   Re: Need plugin
Reply With Quote #10

Quote:
Originally Posted by arthurdead View Post
PHP Code:
#include <sourcemod>
#include <sdktools>
#pragma semicolon 1
 
public OnPluginStart()
{
    
HookUserMessage(GetUserMessageId("SayText2"), SayText2true);
}
 
public 
Action:SayText2(UserMsg:msg_idHandle:bfplayers[], playersNumbool:reliablebool:init)
{
    if(!
reliable)
    {
        return 
Plugin_Continue;
    }
    new 
String:buffer[25];
    if(!
IsFakeClient(BfReadChar(bf)))
    {
        return 
Plugin_Continue;
    }
    
BfReadChar(bf);
    
BfReadString(bfbuffersizeof(buffer));
    if(
StrEqual(buffer"#TF_Name_Change"))
    {
        return 
Plugin_Handled;
    }
    return 
Plugin_Continue;

only checked if compiles
Already got a fix for what I needed, but I'll keep this compiled on my desktop in case anything goes wrong. Thanks!
SPYderman is offline
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