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My Community
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Topic: Alltalk on Server 1
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Topic: Alltalk on Server 1 (Read 15722 times)
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Power
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Re: Alltalk on Server 1
«
Reply #15 on:
January 27, 2014, 09:36:22 PM »
I demand alltalk so I can insult Jebus' mother.
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Berath
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Re: Alltalk on Server 1
«
Reply #16 on:
January 29, 2014, 03:14:23 PM »
Well alltalk went off after the first map because we filled up quickly and the server felt a bit like a funeral parlour.
(I stopped talking for one, I know nothing about all this tactics and pushing stuff)
In the end numbers dropped to 16, alltalk went back on and stayed on even after numbers increased again. However I thought it was okay because it didn't get too noisy.
So basically the answer is; no answer!
I suppose we just carry on doing alltalk votes and just seeing what the atmosphere is like.
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DeadlyAvenger
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Re: Alltalk on Server 1
«
Reply #17 on:
January 29, 2014, 04:23:41 PM »
Quote from: Berath on January 29, 2014, 03:14:23 PM
Well alltalk went off after the first map because we filled up quickly and the server felt a bit like a funeral parlour.
(I stopped talking for one, I know nothing about all this tactics and pushing stuff)
In the end numbers dropped to 16, alltalk went back on and stayed on even after numbers increased again. However I thought it was okay because it didn't get too noisy.
So basically the answer is; no answer!
I suppose we just carry on doing alltalk votes and just seeing what the atmosphere is like.
There was no-one else on your team who you knew and used their microphone? The best way to get people talking is to...erm...start talking. If there's at least one other person you can just start a conversation with them (even if you're not calling out enemy positions / ubers etc.)
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MediaMongrels
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Re: Alltalk on Server 1
«
Reply #18 on:
January 29, 2014, 05:39:13 PM »
I was talking constantly berath! most of it was my usual drivel and nonsense with the occasional "scout at choke" thrown in.
Alltalk off doesn't have to mean super serious nothing but tactics. you can still chat away to your team. having it off just lets you coordinate pushes a bit better.
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DeadlyAvenger
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Re: Alltalk on Server 1
«
Reply #19 on:
January 29, 2014, 05:48:19 PM »
Yeah - I'm not saying that when alltalk is off it has to be tactics communications only - but it allows it actually happen (especially with things like spy speech bubbles), unlike when alltalk is on. It also means that you're more likely to hear tactics communications and/or have a conversation with someone because there's fewer people who can talk at the same time (13 as opposed to 26).
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Berath
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Re: Alltalk on Server 1
«
Reply #20 on:
January 29, 2014, 05:54:16 PM »
You always talk yonder
However, I still reckon it's a case of 'reading the server' and doing votes. What I don't like when it gets too noisy is not the issue of co-ordinating pushes but lots of people shouting over each other and not listening and it just being constant.
I'm very happy to switch alltalk off then!
Oh yeah, the votes we had last night were almost unanimously in favour of alltalk. It's rare that alltalk is voted off, what I usually do is, if it's close, switch alltalk off to give those that like it off an opportunity to play that way.
«
Last Edit: January 29, 2014, 06:04:52 PM by Berath
»
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r007
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Re: Alltalk on Server 1
«
Reply #21 on:
January 29, 2014, 11:49:17 PM »
I remember we were running
https://forums.alliedmods.net/showthread.php?p=699901
for quite some time, and end-of-round alltalk was usually pretty fun.
How about I throw together a replacement plugin for funvotes.smx (which does the Alltalk vote) and make it AllTalkManager aware. So you can actually override it? Shouldn't be too hard, making it do "satm_enabled 0; sv_alltalk 1" and "sv_alltalk 0; satm_enabled 1" instead of just sv_alltalk...
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Berath
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Re: Alltalk on Server 1
«
Reply #22 on:
January 30, 2014, 12:06:27 AM »
Quote from: r007 on January 29, 2014, 11:49:17 PM
I remember we were running
https://forums.alliedmods.net/showthread.php?p=699901
for quite some time, and end-of-round alltalk was usually pretty fun.
How about I throw together a replacement plugin for funvotes.smx (which does the Alltalk vote) and make it AllTalkManager aware. So you can actually override it? Shouldn't be too hard, making it do "satm_enabled 0; sv_alltalk 1" and "sv_alltalk 0; satm_enabled 1" instead of just sv_alltalk...
That sounds fantastic!!!
Actually I didn't understand all of that
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Power
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Re: Alltalk on Server 1
«
Reply #23 on:
February 01, 2014, 01:21:19 PM »
Jebus wasn't there, so I dunno what my consensus about his moth... I mean about the alltalk issue is.
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Allytk
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Re: Alltalk on Server 1
«
Reply #24 on:
February 01, 2014, 04:09:24 PM »
Quote from: Berath on January 30, 2014, 12:06:27 AM
Quote from: r007 on January 29, 2014, 11:49:17 PM
I remember we were running
https://forums.alliedmods.net/showthread.php?p=699901
for quite some time, and end-of-round alltalk was usually pretty fun.
How about I throw together a replacement plugin for funvotes.smx (which does the Alltalk vote) and make it AllTalkManager aware. So you can actually override it? Shouldn't be too hard, making it do "satm_enabled 0; sv_alltalk 1" and "sv_alltalk 0; satm_enabled 1" instead of just sv_alltalk...
That sounds fantastic!!!
Actually I didn't understand all of that
I was lost at I
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Re: Alltalk on Server 1
«
Reply #25 on:
May 11, 2014, 12:17:48 PM »
Is there a command to start a vote and apply alltalk when a mod isn't on the server to change it, sort of like the !rtv command changes map?
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Berath
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Re: Alltalk on Server 1
«
Reply #26 on:
May 11, 2014, 12:39:48 PM »
Yes, I was taken sick on Friday and couldn't play. I can normally be guaranteed to be around but I wasn't
This is a thing I've wondered.
We could Google it I suppose
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Leftism
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Re: Alltalk on Server 1
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Reply #27 on:
May 11, 2014, 02:23:33 PM »
I'll look into it.
Not really sure how we should implement it? Vote at the start of every map?
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Re: Alltalk on Server 1
«
Reply #28 on:
May 11, 2014, 02:27:52 PM »
It's been a while since I've messed with sourcemod, but is there any way to make the all talk vote command globally accessible using the permissions system, and making a sourcemod command alias like "votealltalk" for the server?
«
Last Edit: May 11, 2014, 02:30:51 PM by AidenFoxx
»
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Leftism
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Re: Alltalk on Server 1
«
Reply #29 on:
May 11, 2014, 02:40:45 PM »
The way I see it there's a couple of solutions for us:
1.) Stay as it is. Alltalk votes are initiated by admins
2.) Alltalk votes are initiated by a percentage of users requesting an alltalk vote - similar to !rtv as suggested above.
3.) Alltalk is set to one depending on the preference of the users on the server
4.) Alltalk varies depending on the amount of players of the server or the type of map. Basically, alltalk is set so it stays on until the server passes 16+ (or whatever number) players on the server to avoid it getting clustered on voice chat.
Personally, I'd rather us move forward from 1 and try and automate or give alltalk power to the userbase.
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"Those fucks will not save you. A knock on your door is coming." -
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