Atlast someone who knows what they're talking about!

Anyway back on top. You'd need to hook
IBaseClientDLL::NotifyFrameStage (I think that's what it's called) and
use that as your alternative to GameFrame.

On Monday, January 4, 2010, Zach Kanzler <they4k...@gmail.com> wrote:
> Clients do load plug-ins. You can load SourceMod client-side and change any
> cvar, Tom, including sv_cheats, though it will only be changed client-side.
>
> --
> Zach "theY4Kman" Kanzler
>
>
> On Mon, Jan 4, 2010 at 04:55, Tom Edwards <t_edwa...@btinternet.com> wrote:
>
>> You can see server commands in the console. sv_cheats, sv_password, etc.
>> Doesn't mean they execute on the client.
>>
>> On 04/01/2010 7:06, Joe Cabezas 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?
>> >>>>> _______________________________________________
>> >>>>> 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>

-- 

Thanks,
 - Saul.

_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

Reply via email to