Re: [hlcoders] FW: [hlds_apps] New engine API for CVAR queries

2005-08-12 Thread Dominik Tugend

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

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Re: [hlcoders] FW: [hlds_apps] New engine API for CVAR queries

2005-08-12 Thread David Anderson

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


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[hlcoders] Reload problem

2005-08-12 Thread Raziel Shaw

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



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RE: [hlcoders] Reload problem

2005-08-12 Thread Matt Boone
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



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RE: [hlcoders] Reload problem

2005-08-12 Thread Raziel Shaw

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



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please visit:
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RE: [hlcoders] Reload problem

2005-08-12 Thread Matt Boone
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



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[hlcoders] HUD Color

2005-08-12 Thread Raziel Shaw

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



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RE: [hlcoders] HUD Color

2005-08-12 Thread Matt Boone
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



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