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Re: new CS update screws up intercepting chat messages!?
no probs ;) will send the bill later :D
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Re: new CS update screws up intercepting chat messages!?
[ double post is deleted ]
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Re: new CS update screws up intercepting chat messages!?
...and it isn't just "#Cstrike_Chat_All", here's what I've found in the new cstrike_english.txt file, go figure them out yourself ;)
Code:
// Radio and chat strings can have control characters embedded to set colors. For the control characters to be used, one must be at the start of the string. |
Re: new CS update screws up intercepting chat messages!?
well, I think catching the chat messages in ClientCommand() DLL function may be a good idea, and that should work in any versions of HL/CS/OP4 and whatever MOD. Just catch the "say" and "say_team" command and use pfnCmd_Args() to get the text.
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Re: new CS update screws up intercepting chat messages!?
Probably yes, but you would have to take care of who receives what yourself, then.
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Re: new CS update screws up intercepting chat messages!?
i got word of turtlerock about the exact format:
Quote:
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Re: new CS update screws up intercepting chat messages!?
thx to stefan for that info :D
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Re: new CS update screws up intercepting chat messages!?
Stefan, I copied your bug fix and recompiled, but there's still some problem with the bot on Linux. It seems to work fine until you get about 6 bots on the server. Then suddenly, the human players start pinging over 300. Each additional bot increases the ping and it quickly becomes unplayable. I actually tried commenting out the entire contents of the BotClient_CS_SayText function, but that had no effect, so I think the problem lies elsewhere.
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Re: new CS update screws up intercepting chat messages!?
perhaps its in the debugging info. Did you try my new CVS updated source? (btw, post about this on the RealBot Source forum)
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Re: new CS update screws up intercepting chat messages!?
Does anyone know if the UTIL_SayText utility function must also be revised to the new message format?
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