This makes setting up match play much more difficult. I did not necessarily want to adjust archived client cvars either which would be of no concert to any client. Controlling clients from changing teams must be done server side, so I guess ill have to have a messages or some other complex redundant system to prevent the client's from changing certain things.
thx for your input On Tue, 15 Mar 2005 18:27:32 -0600, jeff broome <[EMAIL PROTECTED]> wrote: > On Tue, 15 Mar 2005 16:14:57 -0800, Heritage <[EMAIL PROTECTED]> wrote: > > Uhm looks like its in the code a few times, but commented out > > Perhaps is was commented out because that function got removed > sometime during development of HL2. > > > But adding that line of code only causes the game to crash upon loading. > > Changing the engine interface classes to add or remove random member > functions is generally a *BAD* thing to do. :) > > > HL1 SDK had this function, but it was called "pfnSetClientKeyValue". I > > Perhaps it was removed from HL2 because people would get ticked off > when they connected to a server and the server started mucking with > the client's CVAR values? > > If a mod needs to control CVAR values it should probably do so within > the client DLL code and not rely on the server being able to set > client CVAR values. > > Jeffrey "botman" Broome > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

