-- [ Picked text/plain from multipart/alternative ] I think you just append ",mytag" to the sv_tags convar string.
And I second the "Thank you" to Valve from Mattie. And a HUGE "thank you" if that interface is in the CSS orangebox update. On Sat, Mar 1, 2008 at 6:04 AM, Saul Rennison <[EMAIL PROTECTED]> wrote: > Yeah you just made no sense. > > " imagine they added the functions like CreateEntityByName etc. again > because they thought of themegatag serverbrowser function etc." > > Uhm... yes? What is the interface for the server tags anyway? > > On 1 Mar 2008, at 12:44, Tobias Kammersgaard wrote: > > > -- > > [ 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 > > > > > _______________________________________________ > 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