-- [ Picked text/plain from multipart/alternative ] I imagine they added the functions like CreateEntityByName etc. again because they thought of themegatag serverbrowser function etc.
Also, if this doesn't make any sense its because I've had a few beers ;-) (DRUNK ON THE INTERWEBLOLOLOL) Oh Lord. /ScarT On 01/03/2008, Tony omega Sergi <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > They're not trying to 'thwart' them. > You have to realize it's a matter of priority. > > You typically don't get support for anything that the game is going to > have > in situations like this. Look at any other game; unless it's something > that > benefits the host game, or is designed for the host game, you don't > specifically have it. > > The problem is simply, there isn't anyone dedicated to doing "extra" stuff > like that.Ie: the biggest complaint; lack of a real multiplayer vehicle. > Well, the hardcore facts are, until valve decides: "Okay, our next game is > going to be multiplayer vehicular combat" the likeliness of actually > seeing > them sit down and dedicate time AND money to writing a multiplayer > vehicle, > which they aren't going to use is rather slim. > > Does that make sense to you? Think about it this way; it's the same as > with > a mod. > Are you going to sit there and implement a bunch of features that you're > not > going to use, just for the sake of "okay, well we aren't using y feature, > but lets just make people happy and spend x hours on y feature just so > they > don't bitch, even if it's never going to be used in our mod." > > It's common sense. > -Tony > > > On Fri, Feb 29, 2008 at 6:50 PM, Spencer 'voogru' MacDonald < > [EMAIL PROTECTED]> wrote: > > > I hate to rain on your bash valve parade... > > > > But this is in the Orange Box SDK: > > > > > > > //-------------------------------------------------------------------------- > > --- > > // Purpose: Interface from engine to tools for manipulating entities > > > > > //-------------------------------------------------------------------------- > > --- > > class IServerTools : public IBaseInterface > > { > > public: > > virtual IServerEntity *GetIServerEntity( IClientEntity > > *pClientEntity ) = 0; > > virtual bool SnapPlayerToPosition( const Vector &org, const > QAngle > > &ang, IClientEntity *pClientPlayer = NULL ) = 0; > > virtual bool GetPlayerPosition( Vector &org, QAngle &ang, > > IClientEntity *pClientPlayer = NULL ) = 0; > > virtual bool SetPlayerFOV( int fov, IClientEntity *pClientPlayer > = > > NULL ) = 0; > > virtual int GetPlayerFOV( IClientEntity *pClientPlayer = NULL ) = > > 0; > > virtual bool IsInNoClipMode( IClientEntity *pClientPlayer = NULL > ) > > = > > 0; > > > > // entity searching > > virtual void *FirstEntity( void ) = 0; > > virtual void *NextEntity( void *pEntity ) = 0; > > virtual void *FindEntityByHammerID( int iHammerID ) = 0; > > > > // entity query > > virtual bool GetKeyValue( void *pEntity, const char *szField, > char > > *szValue, int iMaxLen ) = 0; > > virtual bool SetKeyValue( void *pEntity, const char *szField, > const > > char *szValue ) = 0; > > virtual bool SetKeyValue( void *pEntity, const char *szField, > float > > flValue ) = 0; > > virtual bool SetKeyValue( void *pEntity, const char *szField, > const > > Vector &vecValue ) = 0; > > > > // entity spawning > > virtual void *CreateEntityByName( const char *szClassName ) = 0; > > virtual void DispatchSpawn( void *pEntity ) = 0; > > > > // This reloads a portion or all of a particle definition file. > > // It's up to the server to decide if it cares about this file > > // Use a UtlBuffer to crack the data > > virtual void ReloadParticleDefintions( const char *pFileName, > const > > void *pBufData, int nLen ) = 0; > > > > virtual void AddOriginToPVS( const Vector &org ) = 0; > > }; > > > > #define VSERVERTOOLS_INTERFACE_VERSION "VSERVERTOOLS001" > > > > Oh, I wonder what this could be... > > > > virtual void *CreateEntityByName( const char *szClassName ) = 0; > > > > Oh and... > > > > virtual void *FirstEntity( void ) = 0; > > virtual void *NextEntity( void *pEntity ) = 0; > > > > Oh baby! We're getting raunchy now! > > > > Perhaps when CSS gets upgraded to the Orangebox engine this will be made > > available. It works in TF2 at least. > > > > Regardless of what valve does to try and limit plug-ins, programmers > will > > find ways around it. > > > > I think valve should welcome plug-ins, not try and thwart them. Not > > everybody wants to make a full blown mod, the original plug-in SDK was a > > sad > > joke. With regards to the HudMsg in CSS, I fully agree. > > > > One of what I believed to be AdminMOD's trademark (the pretty center > > says), > > removed from the new game purposely... by the creator of AdminMOD! > > > > But, center says work in TF2... but perhaps I should not speak so loudly > > cause valve might hear it, though with the new additions in the > Orangebox > > engine, I think valve is improving. Let's hope it continues. > > > > Bash valve all you want (I do it too!), but they are leaps and bounds > > ahead > > of other companies when it comes to customization. > > > > I'll give them credit where it's due. > > > > - voogru. > > > > -----Original Message----- > > From: [EMAIL PROTECTED] > > [mailto:[EMAIL PROTECTED] On Behalf Of LDuke > > Sent: Friday, February 29, 2008 4:50 PM > > To: hlcoders@list.valvesoftware.com > > Subject: Re: [hlcoders] Requesting (again): ent_fire and ent_name APIs > for > > Server Plugins? > > > > -- > > [ Picked text/plain from multipart/alternative ] > > My point was that that is going to be the only way. Not only has Valve > > made > > it clear that mod-specific API items won't be provided, they've removed > as > > much as possible the functionality of plugins. > > > > As an example, remember the SpawnEntityByName function (from June 2005)? > > That function has long been removed from the codebase. - Alfred > > Spawning entities into a map from a plugin is not supported. - Alfred > > We are more concerned with giving people consistent gameplay rather than > > any specific cheat problem. You would be amazed at the number of people > > that get confused (i.e email us complaining) when joining a HL1 based > > server with some of the noisier mods (I am looking at the warcraft3 > > superhero mod here...). - Alfred > > > > Or another example, the HudMsg that allows you to print text anywhere on > > the > > screen? The font definition was intentionally removed from > > ClientSchemes.res to prevent plugins from using HudMsg. > > > > I'm 95% certain they won't add that. Properly done, signature scans > don't > > break that often. I haven't had to find a new signature for CSS in a > long > > time. Usually when one of mine is invalid it's because I've missed a > wild > > card flag. > > > > > > > > > > > > > > > > On Fri, Feb 29, 2008 at 1:12 PM, Saul Rennison <[EMAIL PROTECTED]> > > wrote: > > > > > The problem is, LDuke, Mattie doesn't want to add hacks and signature > > > scans to EventScripts (or whatever he wants it for), as it can break > > > pretty easily with an update or maybe throughout mods. Especially ones > > > that change the core. > > > > > > LDuke wrote: > > > > -- > > > > [ Picked text/plain from multipart/alternative ] > > > > That's what I've done...sig scan for the event queue and some of the > > > > overloads of AddEvent. With CreateNamedEntity, KeyValues, and > > AddEvent, > > > you > > > > can do some cool stuff. For example, I have a trip mine setup that > > > works > > > > completely based on those three things without need for the plugin > to > > > > monitor players and see which player's tripmine killed which player. > > > > > > > > It would be nice to have access to those things via plugins without > > > hacking, > > > > but so far we haven't seen much in the way of access to mod-specific > > > > functions. > > > > > > > > > > > > > -- > > > > _______________________________________________ > > 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 > > > > > > > -- > -omega > -- > > _______________________________________________ > 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