This is correct. However, at the present moment there's no way to detect if
a client joined through Quickplay so you can fall back to the alternate
method.

Dr. McKay

On Monday, June 17, 2013, Ross Bemrose wrote:

> As I recall, in SourceMod you can QueryClientConVar on cl_disablehtmlmotd
> to see if they have HTML MOTDs disabled.
>
> On 6/17/2013 10:06 PM, Weasel wrote:
>
>> I am against anything that disables MOTD.
>> If anything, is there a variable to detect if HTML MOTD's are disabled on
>> players?
>> That might be helpful to try things one way if HTML is ok, and use backup
>> method (menus for example) if they are disabled.
>>
>> I have very popular chat-trigger, used for troubleshooting player
>> connections, that takes them to a page displaying information about their
>> IP address, and reading it off for them.  It's "!moan" and goes to Moan My
>> IP dot com.
>>
>> ______________________________**_______________
>>
>>
>> [hlds] TF2 MOTD and Quickplay
>> Doctor McKay Sun, 16 Jun 2013 12:24:38 -0700
>>
>> As I'm sure most are aware, a little while ago Valve changed the TF2 MOTD
>> panel so that it can't be reopened by the server if the client joins via
>> Quickplay (or using the matchmaking argument on the connect command).
>> However, this just prevents the MOTD panel itself from redisplaying. The
>> server can still open pages in the client's MOTD panel in the background.
>>
>> This means that the server can still spam traffic-to-cash URLs on clients,
>> many of which have noise-making Flash embedded or which open popup windows
>> using JavaScript. In order to maintain the "sterile bubble" in Quickplay,
>> Valve might want to consider preventing servers from opening webpages on
>> Quickplay-joining clients entirely, not just preventing the panel from
>> being redisplayed.
>>
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>
>
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