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I would imagine it did, though I haven't tried it myself. But like AMX
Mod X and Metamod on HL1 always worked as they were supposed to on
listen servers.

Aaron Schiff wrote:

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>Isn't it true that Metamod: Source doesn't work on listenservers? since you
>have to modify gameinfo and all that stuff...
>
>On 4/2/06, Stephen Swires <[EMAIL PROTECTED]> wrote:
>
>
>>This is a multi-part message in MIME format.
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>>Yeah, Metamod: Source was meant to simplify the process of making HL2
>>Server mods, the only disadvantage is that Metamod: Source has to be on
>>your server at the same time, hopefully that won't be a problem. Also,
>>there's a developer forum at http://www.sourcemod.net/forums/ the people
>>can help you with your problem if one is encountered.
>>
>>LDuke wrote:
>>
>>
>>
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>>>[ Picked text/plain from multipart/alternative ]
>>>Write your plugin as a metamod:source plugin (www.sourcemm.net) and hook
>>>
>>>
>>the
>>
>>
>>>say and team_say commands. You'll need to hook any function that you're
>>>trying to block if you handle it instead of the engine. SourceMM makes it
>>>easy, since it handles the hook for you. It also manages hooks from other
>>>plugins so they don't interfere with each other.
>>>
>>>For example, on load get the pointer to the say command and declare your
>>>hook:
>>>
>>>SH_ADD_HOOK_MEMFUNC(ConCommand, Dispatch, pSayCmd, &g_MyPlugin,
>>>&MyPlugin::Say_handler, false);
>>>
>>>Then your function would look like this:
>>>
>>>void MyPlugin::Say_handler()
>>>{
>>>   if (FStrEq(m_Engine->Cmd_Argv(1), "mysaycommand"))
>>>   {
>>>       // run my code
>>>       RETURN_META(MRES_SUPERCEDE);
>>>   }
>>>   RETURN_META(MRES_IGNORED);
>>>}
>>>
>>>You have a lot more power/options if you make use metamod:source. Check
>>>
>>>
>>out
>>
>>
>>>the coding section of their forums for help.
>>>
>>>
>>>
>>>On 4/1/06, Paul Kirby <[EMAIL PROTECTED]> wrote:
>>>
>>>
>>>
>>>
>>>>Well what I want it to do is, when the server gets a player_say event
>>>>
>>>>
>>from
>>
>>
>>>>any player, and (key "text")(i.e text they send using say or team_say) =
>>>>
>>>>
>>a
>>
>>
>>>>set string value, I then want that event to be removed before it gets to
>>>>any
>>>>player.
>>>>
>>>>Its basically a filter for say and team_say.
>>>>
>>>>If removing the event isn't possible then editing/updating an event
>>>>
>>>>
>>before
>>
>>
>>>>any player gets it, should do.
>>>>
>>>>Sorry if I am not explaining this right.
>>>>
>>>>Thanks in advance
>>>>
>>>>Paul
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>>-----Original Message-----
>>>>>From: [EMAIL PROTECTED]
>>>>>[mailto:[EMAIL PROTECTED] On Behalf Of Rob Lach
>>>>>Sent: 01 April 2006 23:14
>>>>>To: hlcoders@list.valvesoftware.com
>>>>>Subject: Re: [hlcoders] Remove event "player_say" (Source
>>>>>Server Plugin)
>>>>>
>>>>>--
>>>>>[ Picked text/plain from multipart/alternative ] who do you
>>>>>want the event to reach?
>>>>>
>>>>>On 4/1/06, Paul Kirby <[EMAIL PROTECTED]> wrote:
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>>Hello All
>>>>>>
>>>>>>Just a quick question...
>>>>>>
>>>>>>I can retrieve the "player_say" event using the following:
>>>>>>
>>>>>>void CEmptyServerPlugin::FireGameEvent( KeyValues * event ) {
>>>>>> const char * name = event->GetName();
>>>>>> Msg( "CEmptyServerPlugin::FireGameEvent: Got event
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>\"%s\"\n", name );
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>> if (FStrEq(name,"player_say"))
>>>>>> {
>>>>>>   Msg("ALERT(GetString): UserID(%d) said: %s = %s\n"
>>>>>>     ,event->GetInt("userid",0)
>>>>>>     ,name
>>>>>>     ,event->GetString("text","(*not defined*)")
>>>>>>   );
>>>>>>
>>>>>>   if(FStrEq(event->GetString("text","(*not
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>defined*)"),"filtered_word"))
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>>   {
>>>>>>     /* Code to remove event */
>>>>>>   }
>>>>>> }
>>>>>>}
>>>>>>
>>>>>>But how do I remove the "player_say" event from reaching the other
>>>>>>players?
>>>>>>
>>>>>>Thanks in advance.
>>>>>>
>>>>>>Paul
>>>>>>
>>>>>>
>>>>>>
>>>>>>_______________________________________________
>>>>>>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
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>_______________________________________________
>>>>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
>>>
>>>
>>>
>>>
>>>
>>>
>>--
>>
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>>please visit:
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>>
>>
>>
>>
>
>
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>
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