Re: [Csgo_sdk] Looking to team block method for CSGO

2014-10-15 Thread Michael Mayea
Thanks k HAN but I didn't find that useful. The #1 problem I have right now
is that func_push is a guessing game when using push direction, and doesn't
behave consistently. Does anybody have any tips on setting a func_push push
direction?

On Tue, Oct 14, 2014 at 8:29 PM, k HAN mhan.sen...@gmail.com wrote:

 When the workshop first came out, valve released a few maps that have a
 system similar to what you describe.  You might want to take a look at how
 they implemented the spawns and capture points.

 One such example is:
 http://steamcommunity.com/sharedfiles/filedetails/?id=125528758searchtext=control


 On Tue, Oct 14, 2014 at 3:25 PM, Michael Mayea mikema...@gmail.com
 wrote:

 I've been working on a new game mode for CSGO powered by vscripts. The
 purpose is to provide a competitive game mode that requires 50% less time
 commitment, and is also coupled with a DM style respawn system in order to
 increase the frequency of encounters.

 The mode features two control zones CT's must defend. Terrorists can
 capture a zone by being present in the area if CT's are not present. If one
 zone is captured, new events are triggered through listening entities.

 Now because I'm using a DM style respawn system, I want to prevent
 players from entering the opposing teams spawn, so I want to be able to
 create force fields which are team specific, and it is important that
 players can backtrack and rotate so I cannot create a hard physical 1 way
 direction limitation, it has to be team specific.

 I appreciate Valve's time, if they were to implement this feature, I
 would most certainly utilize it and release to the workshop with the goal
 of spawning an entirely new competitive meta game for CSGO. (I've accepted
 the insurmountable probability!)

 I've already heavily invested my time into this project, and I've even
 been developing my own artistic flair to match the zany nature of the new
 game mode. No pressure on Valve, I will eventually solve this problem, but
 if they could enable me to do this in a less hacky manner I would greatly
 appreciate it. Here's a glimpse into my new art theme I've been developing,
 inspired by Quake. The map is ready for testing as soon as I can resolve
 this issue.


 http://cloud-4.steampowered.com/ugc/44233222326671780/1ED4D5C316B1CD1769A72E4871655E0FB5410DC3/

 On Tue, Oct 14, 2014 at 3:55 PM, ics i...@ics-base.net wrote:

 What you are looking for would be func_respawnroomvisualizer but it
 doesn't exist in CSGO, only in TF2 and DOD Source.

 Valve would need to add support for it. Tell us what you are doing and
 they might do a compliment and implement it.

 -ics

 Michael Mayea kirjoitti:

 This does not appear to block players, only physics objects, after
 testing. I textured it trigger, made a logic_auto ensure it started
 enabled, set the filter to both allow / disallow, tried both teams, I could
 no get this to function as desired.

 On Tue, Oct 14, 2014 at 3:08 PM, Jesse Oak wazanato...@gmail.com
 mailto:wazanato...@gmail.com wrote:

 https://developer.valvesoftware.com/wiki/Func_clip_vphysics is
 what I would try

 On Oct 14, 2014 1:51 PM, Michael Mayea mikema...@gmail.com
 mailto:mikema...@gmail.com wrote:

 I'm in need of a way from preventing T's or CT's from entering
 certain areas, I'm presently using a filter entity with a
 func_push but it's not working very well. The helpers for
 func_push are not very accurate for the push direction comes
 from the center, so if you approach from the side you are push
 sideways and not back. Also it seems that with enough
 persistence you can always break through a func_push even with
 a very high push force and entity thickness.

 I'd really like to ditch this method all together, can anyone
 think of a way to simply have team specific clips for CSGO?
 How was this done in Day of Defeat Source?

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Re: [Csgo_sdk] Looking to team block method for CSGO

2014-10-15 Thread Jesse Oak
You could just toggle a trigger hurt anytime an enemy comes inside a
trigger multiple along with some lasers. It would fit your maps theme I feel
On Oct 15, 2014 9:21 AM, Michael Mayea mikema...@gmail.com wrote:

 Thanks k HAN but I didn't find that useful. The #1 problem I have right
 now is that func_push is a guessing game when using push direction, and
 doesn't behave consistently. Does anybody have any tips on setting a
 func_push push direction?

 On Tue, Oct 14, 2014 at 8:29 PM, k HAN mhan.sen...@gmail.com wrote:

 When the workshop first came out, valve released a few maps that have a
 system similar to what you describe.  You might want to take a look at how
 they implemented the spawns and capture points.

 One such example is:
 http://steamcommunity.com/sharedfiles/filedetails/?id=125528758searchtext=control


 On Tue, Oct 14, 2014 at 3:25 PM, Michael Mayea mikema...@gmail.com
 wrote:

 I've been working on a new game mode for CSGO powered by vscripts. The
 purpose is to provide a competitive game mode that requires 50% less time
 commitment, and is also coupled with a DM style respawn system in order to
 increase the frequency of encounters.

 The mode features two control zones CT's must defend. Terrorists can
 capture a zone by being present in the area if CT's are not present. If one
 zone is captured, new events are triggered through listening entities.

 Now because I'm using a DM style respawn system, I want to prevent
 players from entering the opposing teams spawn, so I want to be able to
 create force fields which are team specific, and it is important that
 players can backtrack and rotate so I cannot create a hard physical 1 way
 direction limitation, it has to be team specific.

 I appreciate Valve's time, if they were to implement this feature, I
 would most certainly utilize it and release to the workshop with the goal
 of spawning an entirely new competitive meta game for CSGO. (I've accepted
 the insurmountable probability!)

 I've already heavily invested my time into this project, and I've even
 been developing my own artistic flair to match the zany nature of the new
 game mode. No pressure on Valve, I will eventually solve this problem, but
 if they could enable me to do this in a less hacky manner I would greatly
 appreciate it. Here's a glimpse into my new art theme I've been developing,
 inspired by Quake. The map is ready for testing as soon as I can resolve
 this issue.


 http://cloud-4.steampowered.com/ugc/44233222326671780/1ED4D5C316B1CD1769A72E4871655E0FB5410DC3/

 On Tue, Oct 14, 2014 at 3:55 PM, ics i...@ics-base.net wrote:

 What you are looking for would be func_respawnroomvisualizer but it
 doesn't exist in CSGO, only in TF2 and DOD Source.

 Valve would need to add support for it. Tell us what you are doing and
 they might do a compliment and implement it.

 -ics

 Michael Mayea kirjoitti:

 This does not appear to block players, only physics objects, after
 testing. I textured it trigger, made a logic_auto ensure it started
 enabled, set the filter to both allow / disallow, tried both teams, I 
 could
 no get this to function as desired.

 On Tue, Oct 14, 2014 at 3:08 PM, Jesse Oak wazanato...@gmail.com
 mailto:wazanato...@gmail.com wrote:

 https://developer.valvesoftware.com/wiki/Func_clip_vphysics is
 what I would try

 On Oct 14, 2014 1:51 PM, Michael Mayea mikema...@gmail.com
 mailto:mikema...@gmail.com wrote:

 I'm in need of a way from preventing T's or CT's from entering
 certain areas, I'm presently using a filter entity with a
 func_push but it's not working very well. The helpers for
 func_push are not very accurate for the push direction comes
 from the center, so if you approach from the side you are push
 sideways and not back. Also it seems that with enough
 persistence you can always break through a func_push even with
 a very high push force and entity thickness.

 I'd really like to ditch this method all together, can anyone
 think of a way to simply have team specific clips for CSGO?
 How was this done in Day of Defeat Source?

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Re: [Csgo_sdk] Looking to team block method for CSGO

2014-10-15 Thread Michael Mayea
haha dang sometimes it's the simplest thing I do not think of. So if the
trigger_push is exploited by a player, I'll have him killed. That literally
solves all my problems, thanks Waz!

On Wed, Oct 15, 2014 at 10:32 AM, Jesse Oak wazanato...@gmail.com wrote:

 You could just toggle a trigger hurt anytime an enemy comes inside a
 trigger multiple along with some lasers. It would fit your maps theme I feel
 On Oct 15, 2014 9:21 AM, Michael Mayea mikema...@gmail.com wrote:

 Thanks k HAN but I didn't find that useful. The #1 problem I have right
 now is that func_push is a guessing game when using push direction, and
 doesn't behave consistently. Does anybody have any tips on setting a
 func_push push direction?

 On Tue, Oct 14, 2014 at 8:29 PM, k HAN mhan.sen...@gmail.com wrote:

 When the workshop first came out, valve released a few maps that have a
 system similar to what you describe.  You might want to take a look at how
 they implemented the spawns and capture points.

 One such example is:
 http://steamcommunity.com/sharedfiles/filedetails/?id=125528758searchtext=control


 On Tue, Oct 14, 2014 at 3:25 PM, Michael Mayea mikema...@gmail.com
 wrote:

 I've been working on a new game mode for CSGO powered by vscripts. The
 purpose is to provide a competitive game mode that requires 50% less time
 commitment, and is also coupled with a DM style respawn system in order to
 increase the frequency of encounters.

 The mode features two control zones CT's must defend. Terrorists can
 capture a zone by being present in the area if CT's are not present. If one
 zone is captured, new events are triggered through listening entities.

 Now because I'm using a DM style respawn system, I want to prevent
 players from entering the opposing teams spawn, so I want to be able to
 create force fields which are team specific, and it is important that
 players can backtrack and rotate so I cannot create a hard physical 1 way
 direction limitation, it has to be team specific.

 I appreciate Valve's time, if they were to implement this feature, I
 would most certainly utilize it and release to the workshop with the goal
 of spawning an entirely new competitive meta game for CSGO. (I've accepted
 the insurmountable probability!)

 I've already heavily invested my time into this project, and I've even
 been developing my own artistic flair to match the zany nature of the new
 game mode. No pressure on Valve, I will eventually solve this problem, but
 if they could enable me to do this in a less hacky manner I would greatly
 appreciate it. Here's a glimpse into my new art theme I've been developing,
 inspired by Quake. The map is ready for testing as soon as I can resolve
 this issue.


 http://cloud-4.steampowered.com/ugc/44233222326671780/1ED4D5C316B1CD1769A72E4871655E0FB5410DC3/

 On Tue, Oct 14, 2014 at 3:55 PM, ics i...@ics-base.net wrote:

 What you are looking for would be func_respawnroomvisualizer but it
 doesn't exist in CSGO, only in TF2 and DOD Source.

 Valve would need to add support for it. Tell us what you are doing and
 they might do a compliment and implement it.

 -ics

 Michael Mayea kirjoitti:

 This does not appear to block players, only physics objects, after
 testing. I textured it trigger, made a logic_auto ensure it started
 enabled, set the filter to both allow / disallow, tried both teams, I 
 could
 no get this to function as desired.

 On Tue, Oct 14, 2014 at 3:08 PM, Jesse Oak wazanato...@gmail.com
 mailto:wazanato...@gmail.com wrote:

 https://developer.valvesoftware.com/wiki/Func_clip_vphysics is
 what I would try

 On Oct 14, 2014 1:51 PM, Michael Mayea mikema...@gmail.com
 mailto:mikema...@gmail.com wrote:

 I'm in need of a way from preventing T's or CT's from entering
 certain areas, I'm presently using a filter entity with a
 func_push but it's not working very well. The helpers for
 func_push are not very accurate for the push direction comes
 from the center, so if you approach from the side you are push
 sideways and not back. Also it seems that with enough
 persistence you can always break through a func_push even with
 a very high push force and entity thickness.

 I'd really like to ditch this method all together, can anyone
 think of a way to simply have team specific clips for CSGO?
 How was this done in Day of Defeat Source?

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Re: [Csgo_sdk] Looking to team block method for CSGO

2014-10-14 Thread Jesse Oak
https://developer.valvesoftware.com/wiki/Func_clip_vphysics is what I would
try
On Oct 14, 2014 1:51 PM, Michael Mayea mikema...@gmail.com wrote:

 I'm in need of a way from preventing T's or CT's from entering certain
 areas, I'm presently using a filter entity with a func_push but it's not
 working very well. The helpers for func_push are not very accurate for the
 push direction comes from the center, so if you approach from the side you
 are push sideways and not back. Also it seems that with enough persistence
 you can always break through a func_push even with a very high push force
 and entity thickness.

 I'd really like to ditch this method all together, can anyone think of a
 way to simply have team specific clips for CSGO? How was this done in Day
 of Defeat Source?

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 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk


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Re: [Csgo_sdk] Looking to team block method for CSGO

2014-10-14 Thread ics
What you are looking for would be func_respawnroomvisualizer but it 
doesn't exist in CSGO, only in TF2 and DOD Source.


Valve would need to add support for it. Tell us what you are doing and 
they might do a compliment and implement it.


-ics

Michael Mayea kirjoitti:
This does not appear to block players, only physics objects, after 
testing. I textured it trigger, made a logic_auto ensure it started 
enabled, set the filter to both allow / disallow, tried both teams, I 
could no get this to function as desired.


On Tue, Oct 14, 2014 at 3:08 PM, Jesse Oak wazanato...@gmail.com 
mailto:wazanato...@gmail.com wrote:


https://developer.valvesoftware.com/wiki/Func_clip_vphysics is
what I would try

On Oct 14, 2014 1:51 PM, Michael Mayea mikema...@gmail.com
mailto:mikema...@gmail.com wrote:

I'm in need of a way from preventing T's or CT's from entering
certain areas, I'm presently using a filter entity with a
func_push but it's not working very well. The helpers for
func_push are not very accurate for the push direction comes
from the center, so if you approach from the side you are push
sideways and not back. Also it seems that with enough
persistence you can always break through a func_push even with
a very high push force and entity thickness.

I'd really like to ditch this method all together, can anyone
think of a way to simply have team specific clips for CSGO?
How was this done in Day of Defeat Source?

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Re: [Csgo_sdk] Looking to team block method for CSGO

2014-10-14 Thread Michael Mayea
I've been working on a new game mode for CSGO powered by vscripts. The
purpose is to provide a competitive game mode that requires 50% less time
commitment, and is also coupled with a DM style respawn system in order to
increase the frequency of encounters.

The mode features two control zones CT's must defend. Terrorists can
capture a zone by being present in the area if CT's are not present. If one
zone is captured, new events are triggered through listening entities.

Now because I'm using a DM style respawn system, I want to prevent players
from entering the opposing teams spawn, so I want to be able to create
force fields which are team specific, and it is important that players can
backtrack and rotate so I cannot create a hard physical 1 way direction
limitation, it has to be team specific.

I appreciate Valve's time, if they were to implement this feature, I would
most certainly utilize it and release to the workshop with the goal of
spawning an entirely new competitive meta game for CSGO. (I've accepted the
insurmountable probability!)

I've already heavily invested my time into this project, and I've even been
developing my own artistic flair to match the zany nature of the new game
mode. No pressure on Valve, I will eventually solve this problem, but if
they could enable me to do this in a less hacky manner I would greatly
appreciate it. Here's a glimpse into my new art theme I've been developing,
inspired by Quake. The map is ready for testing as soon as I can resolve
this issue.

http://cloud-4.steampowered.com/ugc/44233222326671780/1ED4D5C316B1CD1769A72E4871655E0FB5410DC3/

On Tue, Oct 14, 2014 at 3:55 PM, ics i...@ics-base.net wrote:

 What you are looking for would be func_respawnroomvisualizer but it
 doesn't exist in CSGO, only in TF2 and DOD Source.

 Valve would need to add support for it. Tell us what you are doing and
 they might do a compliment and implement it.

 -ics

 Michael Mayea kirjoitti:

 This does not appear to block players, only physics objects, after
 testing. I textured it trigger, made a logic_auto ensure it started
 enabled, set the filter to both allow / disallow, tried both teams, I could
 no get this to function as desired.

 On Tue, Oct 14, 2014 at 3:08 PM, Jesse Oak wazanato...@gmail.com
 mailto:wazanato...@gmail.com wrote:

 https://developer.valvesoftware.com/wiki/Func_clip_vphysics is
 what I would try

 On Oct 14, 2014 1:51 PM, Michael Mayea mikema...@gmail.com
 mailto:mikema...@gmail.com wrote:

 I'm in need of a way from preventing T's or CT's from entering
 certain areas, I'm presently using a filter entity with a
 func_push but it's not working very well. The helpers for
 func_push are not very accurate for the push direction comes
 from the center, so if you approach from the side you are push
 sideways and not back. Also it seems that with enough
 persistence you can always break through a func_push even with
 a very high push force and entity thickness.

 I'd really like to ditch this method all together, can anyone
 think of a way to simply have team specific clips for CSGO?
 How was this done in Day of Defeat Source?

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Re: [Csgo_sdk] Looking to team block method for CSGO

2014-10-14 Thread k HAN
When the workshop first came out, valve released a few maps that have a
system similar to what you describe.  You might want to take a look at how
they implemented the spawns and capture points.

One such example is:
http://steamcommunity.com/sharedfiles/filedetails/?id=125528758searchtext=control


On Tue, Oct 14, 2014 at 3:25 PM, Michael Mayea mikema...@gmail.com wrote:

 I've been working on a new game mode for CSGO powered by vscripts. The
 purpose is to provide a competitive game mode that requires 50% less time
 commitment, and is also coupled with a DM style respawn system in order to
 increase the frequency of encounters.

 The mode features two control zones CT's must defend. Terrorists can
 capture a zone by being present in the area if CT's are not present. If one
 zone is captured, new events are triggered through listening entities.

 Now because I'm using a DM style respawn system, I want to prevent players
 from entering the opposing teams spawn, so I want to be able to create
 force fields which are team specific, and it is important that players can
 backtrack and rotate so I cannot create a hard physical 1 way direction
 limitation, it has to be team specific.

 I appreciate Valve's time, if they were to implement this feature, I would
 most certainly utilize it and release to the workshop with the goal of
 spawning an entirely new competitive meta game for CSGO. (I've accepted the
 insurmountable probability!)

 I've already heavily invested my time into this project, and I've even
 been developing my own artistic flair to match the zany nature of the new
 game mode. No pressure on Valve, I will eventually solve this problem, but
 if they could enable me to do this in a less hacky manner I would greatly
 appreciate it. Here's a glimpse into my new art theme I've been developing,
 inspired by Quake. The map is ready for testing as soon as I can resolve
 this issue.


 http://cloud-4.steampowered.com/ugc/44233222326671780/1ED4D5C316B1CD1769A72E4871655E0FB5410DC3/

 On Tue, Oct 14, 2014 at 3:55 PM, ics i...@ics-base.net wrote:

 What you are looking for would be func_respawnroomvisualizer but it
 doesn't exist in CSGO, only in TF2 and DOD Source.

 Valve would need to add support for it. Tell us what you are doing and
 they might do a compliment and implement it.

 -ics

 Michael Mayea kirjoitti:

 This does not appear to block players, only physics objects, after
 testing. I textured it trigger, made a logic_auto ensure it started
 enabled, set the filter to both allow / disallow, tried both teams, I could
 no get this to function as desired.

 On Tue, Oct 14, 2014 at 3:08 PM, Jesse Oak wazanato...@gmail.com
 mailto:wazanato...@gmail.com wrote:

 https://developer.valvesoftware.com/wiki/Func_clip_vphysics is
 what I would try

 On Oct 14, 2014 1:51 PM, Michael Mayea mikema...@gmail.com
 mailto:mikema...@gmail.com wrote:

 I'm in need of a way from preventing T's or CT's from entering
 certain areas, I'm presently using a filter entity with a
 func_push but it's not working very well. The helpers for
 func_push are not very accurate for the push direction comes
 from the center, so if you approach from the side you are push
 sideways and not back. Also it seems that with enough
 persistence you can always break through a func_push even with
 a very high push force and entity thickness.

 I'd really like to ditch this method all together, can anyone
 think of a way to simply have team specific clips for CSGO?
 How was this done in Day of Defeat Source?

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