sv_full_alltalk doesn't seem to work properly. Till it gets fixed you could use 
something like this: http://forums.alliedmods.net/showthread.php?p=1395851

Date: Thu, 13 Sep 2012 19:33:35 -0400
From: [email protected]
To: [email protected]
Subject: Re: [Csgo_servers] Csgo_servers Digest, Vol 6, Issue 80

Oh yeah, of course. my gamemodes_server.txt is configure to exec my file I 
named gamemodes_override_gungame.cfg which is under /cfg.  Anything that exists 
in gamemodes.txt can be added to that file.  However, sv_full_alltalk is not 
one of those cvars and doesn't get changed for whatever reason.  My other cvars 
I've specified in my custom .cfg get adjusted just fine.


Is your .cfg file(s) being executed in your gamemodes_server.txt?



If you are running a casual server you should have a

gamemode_casual_server.cfg that is executed in your gamemodes_server.txt.



// These are the configs that get executed when a game mode of this type

is created

                     "exec"

                     {

                         "exec" "gamemode_casual.cfg"

                         "exec" "gamemode_casual_server.cfg"

                     }






On 9/12/2012 5:59 PM, Ryan Murphy wrote:

> My gamemode_xxx.cfg includes the following:

> sv_alltalk1     //Players can hear all enemy communication (voice, chat)

> sv_full_alltalk1     //Any player (including Spectator team) can speak

> to any other player

> sv_deadtalk1     //Dead players can speak (voice, text) to the living

>

> I just noticed that even though I have sv_full_alltalk configured with

> 1 in my gamemode_xxx.cfg, it's not taking affect.  I don't see it in

> the stock gamemodes.txt and it doesn't seem to be a locked cvar.  I

> think I might have to move this to server.cfg or in one of my

> sourcemod files.  I understand each file is executed a different times

> and in a different order.  But is there any reasonable logic as to

> what can go in gamemodes_xxx.cfg, server.cfg and/or autoexec.cfg?


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