Re: [hlcoders] FW: [hlds_apps] New engine API for CVAR queries
Hello, thank you very much for this update, because this allows some interesting and usefull extensions to plugins for league servers to ensure that cvar values are in range of the values that are allowed (instead of forcing values what could be circumvented). But I wonder if cvars like rcon_password and so on will stay protected like they seem to be when you use the cvarlist command? Greetings and sorry for my bad English Dominik ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] FW: [hlds_apps] New engine API for CVAR queries
Well, that doesn't make much sense. Despite the fact that Florian will kill me if I bump the API version again ;] I really think this is a problem the Engine itself should take care of. Metamod is only a wrapper. We can't solve (easily) the fact that you don't know if the query fails or what cvar the query returns. Nonetheless, Jussi Kivillina and I will come up with something... P.S. to the person who said this would be good for leagues -- yes, at @ esportsea we've been waiting for something like this. Just note that since there's no general clcvar change callback, you'll have to query every few seconds or so, which might generate unnecessary traffic. ---David BAILOPAN Anderson http://www.sourcemod.net/ http://www.sourcemm.net/ Alfred Reynolds wrote: You can use MetaMod to provide this de-confliction layer if you need it. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of David Anderson Sent: Thursday, August 11, 2005 9:46 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] FW: [hlds_apps] New engine API for CVAR queries Wouldn't it be better to have: void(*pfnCvarValue)( const edict_t *pEnt, const char *cvar, const char *value ); Instead? In a multi-plugin system, it's easily conceivable you could have more than one cvar request at a time. The specification doesn't say whether requests are stacked or if one request overwrites the last... but either way, your callback won't know which cvar it's getting information for. If I'm wrong here, please clarify for me :) ---David BAILOPAN Anderson http://www.sourcemod.net/ http://www.sourcemm.net/ Alfred Reynolds wrote: Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds Sent: Thursday, August 11, 2005 3:06 PM To: hlds_apps@list.valvesoftware.com; Zeph; Ruiner Subject: [hlds_apps] New engine API for CVAR queries With the Half-Life 1: Engine release today we added a new API function to allow a game server to query the value of clients CVAR settings. There was a new function added to the end of enginefuncs_t: void (*pfnQueryClientCvarValue)( const edict_t *player, const char *cvarName ); Calling this function requests the value of cvarName from player. The result is returned via a callback from NEW_DLL_FUNCTIONS, here is the complete NEW_DLL_FUNCTIONS definition: typedef struct { // Called right before the object's memory is freed.// Calls its destructor. void (*pfnOnFreeEntPrivateData)(edict_t *pEnt); void(*pfnGameShutdown)(void); int (*pfnShouldCollide)( edict_t *pentTouched, edict_t *pentOther ); void(*pfnCvarValue)( const edict_t *pEnt, const char *value ); } NEW_DLL_FUNCTIONS; When the client responds to the cvar request you will get a callback to pfnCvarValue() with the edict of the player who is responding and the cvars values. This interface is implemented using a new server engine to client engine network command (so there will be some delay from the request to the response). This new network protocol has NOT been versioned (to minimise the impact of its release), if you wish to use it you must make sure your users have an updated server before they try to use it. - Alfred ___ hlds_apps mailing list hlds_apps@list.valvesoftware.com http://list.valvesoftware.com/mailman/listinfo/hlds_apps ___ 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
[hlcoders] Reload problem
hey I'm trying to get the combine to act as the rebels do. Basicly what I have done is cloned the npc_citizen but changed the model. every thing works as it should but i'm having problems when it comes to them reloading. I've put developer 1 in the console in hope that it would help me track down the problem but the error it gives me when they are reloading is this : Unhandled animation event AE_NPC_RIGHTFOOT for npc_citizen they basicly get stuck and keep reloading. I searched though the code for anything that refers to this and all i can find is this: switch( pEvent-event ) { case CITIZEN_AE_HEAL: // Heal my target (if within range) Heal(); break; case NPC_EVENT_LEFTFOOT: { EmitSound( NPC_Citizen.FootstepLeft, pEvent-eventtime ); } break; case NPC_EVENT_RIGHTFOOT: { EmitSound( NPC_Citizen.FootstepRight, pEvent-eventtime ); } break; I have tryied to comment it out but it makes no difference so i'm kinda stuck on what to do. The last time I had this problem was with Half Life 1 when trying to code friendly marines. All i did that time was stop them from reloading and gave them an infi supply of ammo, problem is i'm not exactly sure how to do it in the hl2 sdk and truthfully i would like them to work properly Cheers for any help in advance Raz ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Reload problem
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Looks like the combine animation event #define COMBINE_AE_RELOAD ( 2 ) has the same value as the generic animation event AE_NPC_RIGHTFOOT You might have to translate the animation events coming from the combine model into analagous citizen events to get them to do the right thing. From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Raziel Shaw Sent: Friday, August 12, 2005 9:06 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Reload problem hey I'm trying to get the combine to act as the rebels do. Basicly what I have done is cloned the npc_citizen but changed the model. every thing works as it should but i'm having problems when it comes to them reloading. I've put developer 1 in the console in hope that it would help me track down the problem but the error it gives me when they are reloading is this : Unhandled animation event AE_NPC_RIGHTFOOT for npc_citizen they basicly get stuck and keep reloading. I searched though the code for anything that refers to this and all i can find is this: switch( pEvent-event ) { case CITIZEN_AE_HEAL: // Heal my target (if within range) Heal(); break; case NPC_EVENT_LEFTFOOT: { EmitSound( NPC_Citizen.FootstepLeft, pEvent-eventtime ); } break; case NPC_EVENT_RIGHTFOOT: { EmitSound( NPC_Citizen.FootstepRight, pEvent-eventtime ); } break; I have tryied to comment it out but it makes no difference so i'm kinda stuck on what to do. The last time I had this problem was with Half Life 1 when trying to code friendly marines. All i did that time was stop them from reloading and gave them an infi supply of ammo, problem is i'm not exactly sure how to do it in the hl2 sdk and truthfully i would like them to work properly Cheers for any help in advance Raz ___ 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
RE: [hlcoders] Reload problem
cheers i managed to get it working in the end :) From: Matt Boone [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Reload problem Date: Fri, 12 Aug 2005 14:33:52 -0700 This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Looks like the combine animation event #define COMBINE_AE_RELOAD ( 2 ) has the same value as the generic animation event AE_NPC_RIGHTFOOT You might have to translate the animation events coming from the combine model into analagous citizen events to get them to do the right thing. From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Raziel Shaw Sent: Friday, August 12, 2005 9:06 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Reload problem hey I'm trying to get the combine to act as the rebels do. Basicly what I have done is cloned the npc_citizen but changed the model. every thing works as it should but i'm having problems when it comes to them reloading. I've put developer 1 in the console in hope that it would help me track down the problem but the error it gives me when they are reloading is this : Unhandled animation event AE_NPC_RIGHTFOOT for npc_citizen they basicly get stuck and keep reloading. I searched though the code for anything that refers to this and all i can find is this: switch( pEvent-event ) { case CITIZEN_AE_HEAL: // Heal my target (if within range) Heal(); break; case NPC_EVENT_LEFTFOOT: { EmitSound( NPC_Citizen.FootstepLeft, pEvent-eventtime ); } break; case NPC_EVENT_RIGHTFOOT: { EmitSound( NPC_Citizen.FootstepRight, pEvent-eventtime ); } break; I have tryied to comment it out but it makes no difference so i'm kinda stuck on what to do. The last time I had this problem was with Half Life 1 when trying to code friendly marines. All i did that time was stop them from reloading and gave them an infi supply of ammo, problem is i'm not exactly sure how to do it in the hl2 sdk and truthfully i would like them to work properly Cheers for any help in advance Raz ___ 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
RE: [hlcoders] Reload problem
Make that analogous :) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Matt Boone Sent: Friday, August 12, 2005 2:34 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Reload problem This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Looks like the combine animation event #define COMBINE_AE_RELOAD ( 2 ) has the same value as the generic animation event AE_NPC_RIGHTFOOT You might have to translate the animation events coming from the combine model into analagous citizen events to get them to do the right thing. From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Raziel Shaw Sent: Friday, August 12, 2005 9:06 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Reload problem hey I'm trying to get the combine to act as the rebels do. Basicly what I have done is cloned the npc_citizen but changed the model. every thing works as it should but i'm having problems when it comes to them reloading. I've put developer 1 in the console in hope that it would help me track down the problem but the error it gives me when they are reloading is this : Unhandled animation event AE_NPC_RIGHTFOOT for npc_citizen they basicly get stuck and keep reloading. I searched though the code for anything that refers to this and all i can find is this: switch( pEvent-event ) { case CITIZEN_AE_HEAL: // Heal my target (if within range) Heal(); break; case NPC_EVENT_LEFTFOOT: { EmitSound( NPC_Citizen.FootstepLeft, pEvent-eventtime ); } break; case NPC_EVENT_RIGHTFOOT: { EmitSound( NPC_Citizen.FootstepRight, pEvent-eventtime ); } break; I have tryied to comment it out but it makes no difference so i'm kinda stuck on what to do. The last time I had this problem was with Half Life 1 when trying to code friendly marines. All i did that time was stop them from reloading and gave them an infi supply of ammo, problem is i'm not exactly sure how to do it in the hl2 sdk and truthfully i would like them to work properly Cheers for any help in advance Raz ___ 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
[hlcoders] HUD Color
I know this is gonna b real simple and i'll prolly slap myself for askin a dumb question but.. How do i change the Hud color? In the code i've changed part of it to this: void CHud::InitColors( vgui::IScheme *scheme ) { m_clrNormal = scheme-GetColor( Normal, Color( 60, 60, 230,255 ) ); m_clrCaution = scheme-GetColor( Caution, Color( 20, 20, 255, 255 ) ); m_clrYellowish = scheme-GetColor( Yellowish, Color( 20, 20, 180, 255 ) ); } but it still shows up as yellow. So i looked in the HudLayout.res as i read on a forum that one of the .res files needs editing to allow the color change, but i'm not exactly sure what it is i have to change in there. Cheers in advance Raz ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] HUD Color
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] The colors Normal, Caution etc are referenced in resource/ClientScheme.res. You should change them there. From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Raziel Shaw Sent: Friday, August 12, 2005 3:11 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] HUD Color I know this is gonna b real simple and i'll prolly slap myself for askin a dumb question but.. How do i change the Hud color? In the code i've changed part of it to this: void CHud::InitColors( vgui::IScheme *scheme ) { m_clrNormal = scheme-GetColor( Normal, Color( 60, 60, 230,255 ) ); m_clrCaution = scheme-GetColor( Caution, Color( 20, 20, 255, 255 ) ); m_clrYellowish = scheme-GetColor( Yellowish, Color( 20, 20, 180, 255 ) ); } but it still shows up as yellow. So i looked in the HudLayout.res as i read on a forum that one of the .res files needs editing to allow the color change, but i'm not exactly sure what it is i have to change in there. Cheers in advance Raz ___ 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