You subscribe to game events through the event manager. Have you done such?
.j -----Original Message----- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of JoeX Sent: Friday, December 11, 2009 9:37 AM To: Discussion of Half-Life Programming Subject: [hlcoders] client-side game events hello again! i'm a bit confused about how events are managed in game (team fortress 2) actually, i'm coding a CLIENT SIDE plugin, in wich i need to detect the "player_death" event... this is what i got... void CEmptyServerPlugin::FireGameEvent( IGameEvent * event ) { const char* eventName = event->GetName(); int _short; if( FStrEq( eventName, "player_death")) { _short = event->GetInt( "userid"); player_info_t pinfo; engineclient->GetPlayerInfo(engineclient->GetLocalPlayer(), &pinfo); //verifify that client dies if( _short == pinfo.userID) { //code here } } } this work well, when i create a server in the game..... but when i play in public servers..... it doesn't work.... and this is what confuse me: to make this code work in public servers..... first i have to create my own server, and then connect to other i want why this happen?, what should i do?..... i'm really confused here............ my own investigations in google, told me that using "CEmptyServerPlugin" is the problem,..... i don't know.... nice to met you all!, and greetings from Chile! :D PD: sorry for my bad english _______________________________________________ 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