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Re: limiting humans
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Austin
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Default Re: limiting humans - 05-01-2004

Quote:
Originally Posted by botmeister
I guess you're still using CS 1.5. It's a lot worse in CS 1.6
Oh, thanks, I am still on 1.5. I guess I need to specify 1.5 or 1.6 in all post from now on.
I think I will wait about 1 year for the 1.6 "Beta" to be over...
I am SERIOUS.

Quote:
Originally Posted by botmeister
If a human tries to connect, ClientConnect() will get called, and the count will return 4 humans in game allowing the player to connect as the 5th human. If another human tries to connect before the first one becomes "valid" and counted, then this human will be allowed in as the 6th human.
EXACTLY, what I was trying to describe in my first post.

Quote:
Originally Posted by botmeister
so you're left with doing silly coding to solve the problem.
Exactly why I was posting this question. I have already consider / tested / and tried out most of what was mentioned here before posting, HOPING I would not have to kludge it like this..

What I have settled on trying last is tracking the clients in client connect and setting a certain amount of time for them to connect. I then will use the number of humans on now + number connecting to determine if they will be allowed on. I don't like kicking people it tends to anger most people. But I am still going to do this as a double check to keep the limit what I want.

Quote:
Originally Posted by botmeister
These guys can still get a console message informing them why they were kicked just as they do with the refusal.
All I know about is sending the clients a message on their screen. Do you have an example of how I would send a console message to a specific client before kicking them?

Thanks everyone for the help.
I will post the source to this plug in when finished.

Last edited by Austin; 05-01-2004 at 21:22..
  
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Re: limiting humans
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botmeister
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Default Re: limiting humans - 07-01-2004

Quote:
Originally Posted by Austin
Do you have an example of how I would send a console message to a specific client before kicking them?
Use the engine function

pfnClientPrintf( edict_t* pEdict, PRINT_TYPE ptype, const char *szMsg );

for ptype pass the enumerated type constant "print_console"

Eaxmple
pfnClientPrintf( edict_of_player_to_kick, print_console, "you have been kicked" );

In CS 1.5 they will see the message in their console after being kicked.


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