Don't know if exist or not, but a script that would ip ban someone that 
connect x times in y seconds might be a good addition to stop some spam 
on that too

MONDO wrote:
> Actually, even with bans, we found that we would see the "PLAYERNAME has
> joined the game" as they must attempt to connect for the bans to process.
>  The plugin that was linked by Jeff S.  did the job.  Sure, we can't see
> when ANYONE joins the game, but it stopped the vulgar names from spamming
> our screens constantly, and that was the goal.
> Thanks again all.
>
> On Wed, Mar 18, 2009 at 2:21 PM, Tony Paloma <drunkenf...@hotmail.com>wrote:
>
>   
>> You guys know they haven't allocated IP addresses by class since the 90's,
>> right? The guy's IP block could be /anything.
>>
>> -----Original Message-----
>> From: hlds-boun...@list.valvesoftware.com
>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Anthal
>> Sent: Wednesday, March 18, 2009 9:01 AM
>> To: Half-Life dedicated Win32 server mailing list
>> Subject: Re: [hlds] blocking the server's "PLAYERNAME has joined the game"
>> message
>>
>> A few class C's should work, if that. If you honestly think that it will
>> have a huge effect on your playerbase, you've got some issues. The
>> likelihood of multiple people playing on such a limited IP range is so
>> small, you'd have a better chance of playing the lottery. Plus it only
>> really needs to be in effect for a few hours or days. After they can't
>> get the server to respond, most people stop trying.
>>
>> Oh, and a class B (/16) is only 65,536 IP's. Considering there are 4.2
>> billion IP's out there (including RFC 1918 addresses), it's a drop in
>> the bucket.
>>
>> Matt Stanton wrote:
>>     
>>> Ban a whole class b network block.  That fixes most cable/dsl
>>> customers... or small countries.
>>>
>>> Anthal wrote:
>>>
>>>       
>>>> Ban by subnet, solves all problems!
>>>>
>>>>
>>>>
>>>>         
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