[hlcoders] Execute server commands from a VGUI
Hi, How do I execute a server command from a VGUI button press for example? The OnCommand() in the panel is client side and I would like to know how for example CS:S do with their buying system? Thanks in advance, Gregor Brunmar ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Execute server commands from a VGUI
-- [ Picked text/plain from multipart/alternative ] This has been addressed on the forums at chatbear. http://www.chatbear.com/board.plm?a=viewthreadt=127,1149978800,2id=989110b=4991v=flatold They point you to this location: http://developer.valvesoftware.com/wiki/Customizing_Options:_Keyboard Hope this helps. On 6/14/06, Gregor Brunmar [EMAIL PROTECTED] wrote: Hi, How do I execute a server command from a VGUI button press for example? The OnCommand() in the panel is client side and I would like to know how for example CS:S do with their buying system? Thanks in advance, Gregor Brunmar ___ 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] Execute server commands from a VGUI
-- [ Picked text/plain from multipart/alternative ] I hope this helps, I basically send a console command containing the command primaryweapon and then a string of the weapon which is held in the comboboxes in my case. And then on theserver it is worked out from there. void CWeaponLoadOutMenu::OnCommand( const char *command ) { if (!stricmp(command, chosenequipment) ) { // // Purpose: primaryweapon command - ^Ben // int iPrimaryEquipID = m_pPrimaryWeapons-GetActiveItem(); char buf[ 2048 ]; wchar_t playerText[ 80 ]; m_pPrimaryWeapons-GetItemText(iPrimaryEquipID, playerText, sizeof(playerText)); localize()-ConvertUnicodeToANSI(playerText, buf, sizeof(buf)); const char* sItemText = buf; const char* szCleanItem = ConvertRawOutPutToWeapon(sItemText); char command[128]; Q_snprintf( command, sizeof(command), primaryweapon \%s\, szCleanItem ); engine-ClientCmd(command); } And then in player.cpp Under CbasePlayer::ClientCommand else if ( stricmp( cmd, primaryweapon ) == 0 ) // chase next player { const char *szPrimeWep = engine-Cmd_Argv(1); m_vEquipmentList.AddToTail(szPrimeWep); } On 6/14/06, Gregor Brunmar [EMAIL PROTECTED] wrote: Hi, How do I execute a server command from a VGUI button press for example? The OnCommand() in the panel is client side and I would like to know how for example CS:S do with their buying system? Thanks in advance, Gregor Brunmar ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] HL2DM Updated Source?
-- [ Picked text/plain from multipart/alternative ] Will the SDK be updated any time soon to incorporate the latest changes to HL2DM? There's quite a server-side modding community out there. :-P Sirusdv WDFNews.com The Tomb + The Crypt HL2DM Servers. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Execute server commands from a VGUI
-- [ Picked text/plain from multipart/alternative ] If you want to execute a server command it would be more efficient to call engine-ServerCmd() on the client -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Traces
Are there any model traces that give the actual point of collision, instead of just the 0.0f-1.0f value in a trace_t? IPhysicsCollision::TraceCollide() seems like a good candidate, but not quite, as it doesn't give me the point of intersection. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Traces
-- [ Picked text/plain from multipart/alternative ] Why not just multiply the trace ray (end-start) by the fraction and add it to the start? -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders