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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?
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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