plugin_load only works on the server.  The client has no knowledge of it.
You certainly can load them on a listen server but they only interact with
the game dll and not the client dll and it's subsiquent systems.

On Mon, Jan 4, 2010 at 7:06 AM, Joe Cabezas <joe.cabe...@gmail.com> wrote:

> nope
>
> clients DO LOAD plugins... via console commmand "plugin_load"...
>
> ok, that's not the main question.....
>
> how to run commands every frame/tick in client?
>
> 2010/1/4 Andrew Ritchie <gotta...@gmail.com>
>
> > Quite simply the client does not load or run plug ins.  If you were
> making
> > your own mod then you could add a client side system that loads and runs
> > them ever tick, but the client engine does not expose any systems to run
> > plug in type features and no Valve game is likely to offer such a
> feature.
> >
> > On Mon, Jan 4, 2010 at 4:42 AM, Joe Cabezas <joe.cabe...@gmail.com>
> wrote:
> >
> > > i know i can't!, actually i know that i'm doing a server solution, my
> > > question is: "how to make it work in a client plugin"?
> > >
> > > maybe.... threads?, thinks?, how?
> > >
> > > 2010/1/4 Olly <oli...@gmail.com>
> > >
> > > > You can't. Its a server plugin: CEmpty*Server*Plugin
> > > >
> > > > 2010/1/4 Joe Cabezas <joe.cabe...@gmail.com>
> > > >
> > > > > hello!
> > > > >
> > > > > i want to execute some functions in a CLIENT SIDE PLUGIN, for
> tf2...
> > > with
> > > > > no
> > > > > results
> > > > >
> > > > > this is what i'm doing:
> > > > >
> > > > > void CEmptyServerPlugin::GameFrame( bool simulating )
> > > > > {
> > > > > Msg("this is a frame!");
> > > > > }
> > > > >
> > > > > but, it only works when i create a server, and not when i join a
> > > > server...
> > > > >
> > > > >
> > > > > how can i access to a client-side gameframe event?
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