There’s icntlk_local, icntlk_sv, and icntlk_pl.
You’ll need an invisible texture ( you can get one I whipped together for you here ) because I didn’t know if there was a working one or not ( unsure of nodraw not drawing, plus it’s unlit generic ).
To use, I think this is what you’d need to do.
First, send those two files to the clients, and a clientside file or in your gamemode’s client files if that’s what you are doing.
local function Initialize( )
local mat, mat2, mat3, mat4, bt
mat = Material( "invisible" )
bt = mat:GetMaterialTexture( "$basetexture" )
mat2 = Material( "voice/icntlk_local" )
mat3 = Material( "voice/icntlk_sv" )
mat4 = Material( "voice/icntlk_pl" )
mat2:SetMaterialTexture( "$basetexture", bt )
mat3:SetMaterialTexture( "$basetexture", bt )
mat4:SetMaterialTexture( "$basetexture", bt )
hook.Add( "Initialize", "Hide talk indicators", Initialize )
Something like that would do the trick, I suppose.
Although it’s the worst way I can think of doing it, given that implementation of blocking the element would be a much better solution.