Re: [hlcoders] Requesting (again): ent_fire and ent_name APIs for Server Plugins?

2008-02-29 Thread MattieC
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voogru-- That's officially the best news I've heard all day. Thanks very
much for mentioning this-- this is the second time I've wanted to thank you
in the past two days (for another old post of you). I didn't see this in
early OB SDK drops.

I've tested tools-CreateEntityByName() and it works (I see the entity in
the entity list).

Now to see how well the rest of the APIs work to simulate some of the other
features we need.

Huge thanks to Valve for adding this-- I'm already stunned and exceptionally
happy just to see the attempt.
-Mattie

On 2/29/08, Spencer 'voogru' MacDonald [EMAIL PROTECTED] wrote:

 I hate to rain on your bash valve parade...

 But this is in the Orange Box SDK:


 //--
 ---
 // Purpose: Interface from engine to tools for manipulating entities

 //--
 ---
 class IServerTools : public IBaseInterface
 {
 public:
 virtual IServerEntity *GetIServerEntity( IClientEntity
 *pClientEntity ) = 0;
 virtual bool SnapPlayerToPosition( const Vector org, const QAngle
 ang, IClientEntity *pClientPlayer = NULL ) = 0;
 virtual bool GetPlayerPosition( Vector org, QAngle ang,
 IClientEntity *pClientPlayer = NULL ) = 0;
 virtual bool SetPlayerFOV( int fov, IClientEntity *pClientPlayer =
 NULL ) = 0;
 virtual int GetPlayerFOV( IClientEntity *pClientPlayer = NULL ) =
 0;
 virtual bool IsInNoClipMode( IClientEntity *pClientPlayer = NULL )
 =
 0;

 // entity searching
 virtual void *FirstEntity( void ) = 0;
 virtual void *NextEntity( void *pEntity ) = 0;
 virtual void *FindEntityByHammerID( int iHammerID ) = 0;

 // entity query
 virtual bool GetKeyValue( void *pEntity, const char *szField, char
 *szValue, int iMaxLen ) = 0;
 virtual bool SetKeyValue( void *pEntity, const char *szField,
 const
 char *szValue ) = 0;
 virtual bool SetKeyValue( void *pEntity, const char *szField,
 float
 flValue ) = 0;
 virtual bool SetKeyValue( void *pEntity, const char *szField,
 const
 Vector vecValue ) = 0;

 // entity spawning
 virtual void *CreateEntityByName( const char *szClassName ) = 0;
 virtual void DispatchSpawn( void *pEntity ) = 0;

 // This reloads a portion or all of a particle definition file.
 // It's up to the server to decide if it cares about this file
 // Use a UtlBuffer to crack the data
 virtual void ReloadParticleDefintions( const char *pFileName,
 const
 void *pBufData, int nLen ) = 0;

 virtual void AddOriginToPVS( const Vector org ) = 0;
 };

 #define VSERVERTOOLS_INTERFACE_VERSION VSERVERTOOLS001

 Oh, I wonder what this could be...

 virtual void *CreateEntityByName( const char *szClassName ) = 0;

 Oh and...

 virtual void *FirstEntity( void ) = 0;
 virtual void *NextEntity( void *pEntity ) = 0;

 Oh baby! We're getting raunchy now!

 Perhaps when CSS gets upgraded to the Orangebox engine this will be made
 available. It works in TF2 at least.

 Regardless of what valve does to try and limit plug-ins, programmers will
 find ways around it.

 I think valve should welcome plug-ins, not try and thwart them. Not
 everybody wants to make a full blown mod, the original plug-in SDK was a
 sad
 joke. With regards to the HudMsg in CSS, I fully agree.

 One of what I believed to be AdminMOD's trademark (the pretty center
 says),
 removed from the new game purposely... by the creator of AdminMOD!

 But, center says work in TF2... but perhaps I should not speak so loudly
 cause valve might hear it, though with the new additions in the Orangebox
 engine, I think valve is improving. Let's hope it continues.

 Bash valve all you want (I do it too!), but they are leaps and bounds
 ahead
 of other companies when it comes to customization.

 I'll give them credit where it's due.


 - voogru.


 -Original Message-
 From: [EMAIL PROTECTED]

 [mailto:[EMAIL PROTECTED] On Behalf Of LDuke
 Sent: Friday, February 29, 2008 4:50 PM
 To: hlcoders@list.valvesoftware.com

 Subject: Re: [hlcoders] Requesting (again): ent_fire and ent_name APIs for
 Server Plugins?

 --

 [ Picked text/plain from multipart/alternative ]
 My point was that that is going to be the only way.  Not only has Valve
 made
 it clear that mod-specific API items won't be provided, they've removed as
 much as possible the functionality of plugins.

 As an example, remember the SpawnEntityByName function (from June 2005)?
 That function has long been removed from the codebase.  - Alfred
 Spawning entities into a map from a plugin is not supported.  - Alfred
 We are more concerned with giving people consistent gameplay rather than
 any specific cheat problem. You would be amazed at the number of people
 that get confused (i.e email us complaining) when joining a HL1 based
 

Re: [hlcoders] Feature reqest, TF2, Modevents.res

2008-02-28 Thread MattieC
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While you're at it, can we please get a weapon in player_hurt in TF2? :)
It's difficult to track damage a sentry does without it.

-Mattie

On 2/26/08, Raphael Hehl [EMAIL PROTECTED] wrote:

 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 @valve



 Actually I code a TF2 stats Plugin (http://compactaim.de/tf2stats/)

 For this I need a hook for Übercharge, a hook for the upcoming ad_badland
 capture event or whatever it's called, and if it goes a Boolean
 information
 in the player_death hook for assister = medic



 R-Hehl

 steam://friends/add/76561197986347414


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[hlcoders] Requesting (again): ent_fire and ent_name APIs for Server Plugins?

2008-02-28 Thread MattieC
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Can you consider adding ent_fire and ent_name API equivalents for Source
server plugins? (Ideally these interact via index/pointer rather than name,
but if we can name entities by index that would be the same thing, really.)

Getting access to the entity event/message queue without hacks/tricks would
open many stable doors and I've voiced this opinion in the past. This is one
of the biggest deficiencies of the server-side plugin SDK.

Ideally, the give API (or any name-based entity creation method) would
also be included, but there may be more mod-specific issues for you there,
perhaps. Currently without hacks/hooks it's very difficult to emulate this.

Is there any reason entity inputs/messaging weren't exposed via interfaces
that server plugins can access? If the above is not possible, what kind of
things could the Source engine offer for better entity manipulation?

Thanks very, very much in advance---
-Mattie
http://www.eventscripts.com
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[hlcoders] Anyone by chance going to PyCon08?

2008-02-07 Thread MattieC
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In the unlikely chance any of you are going to PyCon08 in Chicago, I've been
invited to speak about EventScripts/Python (a scripting plugin for Source
games). I'd love to meet up with other modders/coders who happen to go to
the conference or are in the area. It starts on Friday March 14th through
the weekend.

More information here:
http://us.pycon.org/2008/about/

If you happen to be in the area and wanted to meet at the conference or
afterwards, drop me a line at [EMAIL PROTECTED]

Thanks!
-Mattie
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Re: [hlcoders] SDK Update heads up?

2007-11-02 Thread MattieC
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Agreed-- thanks very much for your work to get this put together cleanly,
Mike.

Can't wait to get my hands on the formal SDK, but it'll be worth the wait to
have it well-organized and solid.

Thanks for the update,
-Mattie

On 11/2/07, Jeffrey botman Broome [EMAIL PROTECTED] wrote:

 Mike Durand wrote:
  This is a multi-part message in MIME format. -- [ Picked text/plain
  from multipart/alternative ] No, you aren't being a pest at all. It's
  a fair question since I've missed my forecast release schedule.

 Thanks Mike.  We appreciate the time you put into making the SDK
 available.  I'm sure we'd all much rather wait a few extra days to have
 a fully working SDK rather than have a broken SDK released and then have
 to wait for problems to be fixed.

 In the meantime, I think I'll go play Portal again (for my 10th or 11th
 time through).  :)

 --
 Jeffrey botman Broome

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