yeah!, at last! :D

ok, back on top.... thank you Mr. Saul again.... actually i implemented your
method, but no results..... this is what i'm doing:

void IBaseClientDLL::FrameStageNotify(ClientFrameStage_t curStage){
 Msg("this is a frame!\n");
}


what i'm doing wrong?, maybe that's not a properly way to hook a function?
:D

also i tried IBaseClientDLL::HudUpdate, the same way above, but no results
):

thank you again!

2010/1/4 Saul Rennison <saul.renni...@gmail.com>

> 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
>
>
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