Re: [hlcoders] client side grame frame

2010-01-04 Thread Saul Rennison
Here's some snippets from my *clientplugin_stub* plugin:
http://pastebin.com/f4e2f336e

If you want *clientplugin_stub*, then see:
http://dl.dropbox.com/u/3659843/clientplugin_stub.rar

Thanks,
- Saul.


2010/1/4 Tony Paloma 

> It's not that easy. You have to do more than define a function. You'll need
> to get a reference to the thing that implements IBaseClientDLL (find
> gHLClient or ask the client dll for CLIENT_DLL_INTERFACE_VERSION) and use
> something like Sourcehook to hook the vtable function.
>
> -Original Message-
> From: hlcoders-boun...@list.valvesoftware.com
> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joe Cabezas
> Sent: Monday, January 04, 2010 6:22 AM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] client side grame frame
>
> yeah!, at last! :D
>
> ok, back on top thank you Mr. Saul again actually i implemented
> your
> method, but no results. this is what i'm doing:
>
> void IBaseClientDLL::FrameStageNotify(ClientFrameStage_t curStage){
>  Msg("this is a frame!\n");
> }
>
>
> what i'm doing wrong?, maybe that's not a properly way to hook a function?
> :D
>
> also i tried IBaseClientDLL::HudUpdate, the same way above, but no results
> ):
>
> thank you again!
>
> 2010/1/4 Saul Rennison 
>
> > Atlast someone who knows what they're talking about!
> >
> > Anyway back on top. You'd need to hook
> > IBaseClientDLL::NotifyFrameStage (I think that's what it's called) and
> > use that as your alternative to GameFrame.
> >
> > On Monday, January 4, 2010, Zach Kanzler  wrote:
> > > Clients do load plug-ins. You can load SourceMod client-side and change
> > any
> > > cvar, Tom, including sv_cheats, though it will only be changed
> > client-side.
> > >
> > > --
> > > Zach "theY4Kman" Kanzler
> > >
> > >
> > > On Mon, Jan 4, 2010 at 04:55, Tom Edwards 
> > wrote:
> > >
> > >> You can see server commands in the console. sv_cheats, sv_password,
> etc.
> > >> Doesn't mean they execute on the client.
> > >>
> > >> On 04/01/2010 7:06, Joe Cabezas wrote:
> > >> > nope
> > >> >
> > >> > clients DO LOAD plugins... via console commmand "plugin_load"...
> > >> >
> > >> > ok, that's not the main question.
> > >> >
> > >> > how to run commands every frame/tick in client?
> > >> >
> > >> > 2010/1/4 Andrew Ritchie
> > >> >
> > >> >
> > >> >> Quite simply the client does not load or run plug ins.  If you were
> > >> making
> > >> >> your own mod then you could add a client side system that loads and
> > runs
> > >> >> them ever tick, but the client engine does not expose any systems
> to
> > run
> > >> >> plug in type features and no Valve game is likely to offer such a
> > >> feature.
> > >> >>
> > >> >> On Mon, Jan 4, 2010 at 4:42 AM, Joe Cabezas
> > >>  wrote:
> > >> >>
> > >> >>
> > >> >>> i know i can't!, actually i know that i'm doing a server solution,
> > my
> > >> >>> question is: "how to make it work in a client plugin"?
> > >> >>>
> > >> >>> maybe threads?, thinks?, how?
> > >> >>>
> > >> >>> 2010/1/4 Olly
> > >> >>>
> > >> >>>
> > >> >>>> You can't. Its a server plugin: CEmpty*Server*Plugin
> > >> >>>>
> > >> >>>> 2010/1/4 Joe Cabezas
> > >> >>>>
> > >> >>>>
> > >> >>>>> hello!
> > >> >>>>>
> > >> >>>>> i want to execute some functions in a CLIENT SIDE PLUGIN, for
> > tf2...
> > >> >>>>>
> > >> >>> with
> > >> >>>
> > >> >>>>> no
> > >> >>>>> results
> > >> >>>>>
> > >> >>>>> this is what i'm doing:
> > >> >>>>>
> > >> >>>>> void CEmptyServerPlugin::GameFrame( bool simulating )
> > >> >>>>> {
> > >> >>>>> Msg("this i

Re: [hlcoders] client side grame frame

2010-01-04 Thread Tony Paloma
It's not that easy. You have to do more than define a function. You'll need
to get a reference to the thing that implements IBaseClientDLL (find
gHLClient or ask the client dll for CLIENT_DLL_INTERFACE_VERSION) and use
something like Sourcehook to hook the vtable function.

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joe Cabezas
Sent: Monday, January 04, 2010 6:22 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] client side grame frame

yeah!, at last! :D

ok, back on top thank you Mr. Saul again actually i implemented your
method, but no results. this is what i'm doing:

void IBaseClientDLL::FrameStageNotify(ClientFrameStage_t curStage){
 Msg("this is a frame!\n");
}


what i'm doing wrong?, maybe that's not a properly way to hook a function?
:D

also i tried IBaseClientDLL::HudUpdate, the same way above, but no results
):

thank you again!

2010/1/4 Saul Rennison 

> Atlast someone who knows what they're talking about!
>
> Anyway back on top. You'd need to hook
> IBaseClientDLL::NotifyFrameStage (I think that's what it's called) and
> use that as your alternative to GameFrame.
>
> On Monday, January 4, 2010, Zach Kanzler  wrote:
> > Clients do load plug-ins. You can load SourceMod client-side and change
> any
> > cvar, Tom, including sv_cheats, though it will only be changed
> client-side.
> >
> > --
> > Zach "theY4Kman" Kanzler
> >
> >
> > On Mon, Jan 4, 2010 at 04:55, Tom Edwards 
> wrote:
> >
> >> You can see server commands in the console. sv_cheats, sv_password,
etc.
> >> Doesn't mean they execute on the client.
> >>
> >> On 04/01/2010 7:06, Joe Cabezas wrote:
> >> > nope
> >> >
> >> > clients DO LOAD plugins... via console commmand "plugin_load"...
> >> >
> >> > ok, that's not the main question.
> >> >
> >> > how to run commands every frame/tick in client?
> >> >
> >> > 2010/1/4 Andrew Ritchie
> >> >
> >> >
> >> >> Quite simply the client does not load or run plug ins.  If you were
> >> making
> >> >> your own mod then you could add a client side system that loads and
> runs
> >> >> them ever tick, but the client engine does not expose any systems to
> run
> >> >> plug in type features and no Valve game is likely to offer such a
> >> feature.
> >> >>
> >> >> On Mon, Jan 4, 2010 at 4:42 AM, Joe Cabezas
> >>  wrote:
> >> >>
> >> >>
> >> >>> i know i can't!, actually i know that i'm doing a server solution,
> my
> >> >>> question is: "how to make it work in a client plugin"?
> >> >>>
> >> >>> maybe threads?, thinks?, how?
> >> >>>
> >> >>> 2010/1/4 Olly
> >> >>>
> >> >>>
> >> >>>> You can't. Its a server plugin: CEmpty*Server*Plugin
> >> >>>>
> >> >>>> 2010/1/4 Joe Cabezas
> >> >>>>
> >> >>>>
> >> >>>>> hello!
> >> >>>>>
> >> >>>>> i want to execute some functions in a CLIENT SIDE PLUGIN, for
> tf2...
> >> >>>>>
> >> >>> with
> >> >>>
> >> >>>>> no
> >> >>>>> results
> >> >>>>>
> >> >>>>> this is what i'm doing:
> >> >>>>>
> >> >>>>> void CEmptyServerPlugin::GameFrame( bool simulating )
> >> >>>>> {
> >> >>>>> Msg("this is a frame!");
> >> >>>>> }
> >> >>>>>
> >> >>>>> but, it only works when i create a server, and not when i join a
> >> >>>>>
> >> >>>> server...
> >> >>>>
> >> >>>>>
> >> >>>>> how can i access to a client-side gameframe event?
> >> >>>>> ___
> >> >>>>> 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>
>
> --
>
> Thanks,
>  - Saul.
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
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Re: [hlcoders] client side grame frame

2010-01-04 Thread Joe Cabezas
yeah!, at last! :D

ok, back on top thank you Mr. Saul again actually i implemented your
method, but no results. this is what i'm doing:

void IBaseClientDLL::FrameStageNotify(ClientFrameStage_t curStage){
 Msg("this is a frame!\n");
}


what i'm doing wrong?, maybe that's not a properly way to hook a function?
:D

also i tried IBaseClientDLL::HudUpdate, the same way above, but no results
):

thank you again!

2010/1/4 Saul Rennison 

> Atlast someone who knows what they're talking about!
>
> Anyway back on top. You'd need to hook
> IBaseClientDLL::NotifyFrameStage (I think that's what it's called) and
> use that as your alternative to GameFrame.
>
> On Monday, January 4, 2010, Zach Kanzler  wrote:
> > Clients do load plug-ins. You can load SourceMod client-side and change
> any
> > cvar, Tom, including sv_cheats, though it will only be changed
> client-side.
> >
> > --
> > Zach "theY4Kman" Kanzler
> >
> >
> > On Mon, Jan 4, 2010 at 04:55, Tom Edwards 
> wrote:
> >
> >> You can see server commands in the console. sv_cheats, sv_password, etc.
> >> Doesn't mean they execute on the client.
> >>
> >> On 04/01/2010 7:06, Joe Cabezas wrote:
> >> > nope
> >> >
> >> > clients DO LOAD plugins... via console commmand "plugin_load"...
> >> >
> >> > ok, that's not the main question.
> >> >
> >> > how to run commands every frame/tick in client?
> >> >
> >> > 2010/1/4 Andrew Ritchie
> >> >
> >> >
> >> >> Quite simply the client does not load or run plug ins.  If you were
> >> making
> >> >> your own mod then you could add a client side system that loads and
> runs
> >> >> them ever tick, but the client engine does not expose any systems to
> run
> >> >> plug in type features and no Valve game is likely to offer such a
> >> feature.
> >> >>
> >> >> On Mon, Jan 4, 2010 at 4:42 AM, Joe Cabezas
> >>  wrote:
> >> >>
> >> >>
> >> >>> i know i can't!, actually i know that i'm doing a server solution,
> my
> >> >>> question is: "how to make it work in a client plugin"?
> >> >>>
> >> >>> maybe threads?, thinks?, how?
> >> >>>
> >> >>> 2010/1/4 Olly
> >> >>>
> >> >>>
> >>  You can't. Its a server plugin: CEmpty*Server*Plugin
> >> 
> >>  2010/1/4 Joe Cabezas
> >> 
> >> 
> >> > hello!
> >> >
> >> > i want to execute some functions in a CLIENT SIDE PLUGIN, for
> tf2...
> >> >
> >> >>> with
> >> >>>
> >> > no
> >> > results
> >> >
> >> > this is what i'm doing:
> >> >
> >> > void CEmptyServerPlugin::GameFrame( bool simulating )
> >> > {
> >> > Msg("this is a frame!");
> >> > }
> >> >
> >> > but, it only works when i create a server, and not when i join a
> >> >
> >>  server...
> >> 
> >> >
> >> > how can i access to a client-side gameframe event?
> >> > ___
> >> > 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:
> >> >>  
>
> --
>
> Thanks,
>  - Saul.
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
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Re: [hlcoders] client side grame frame

2010-01-04 Thread Saul Rennison
Atlast someone who knows what they're talking about!

Anyway back on top. You'd need to hook
IBaseClientDLL::NotifyFrameStage (I think that's what it's called) and
use that as your alternative to GameFrame.

On Monday, January 4, 2010, Zach Kanzler  wrote:
> Clients do load plug-ins. You can load SourceMod client-side and change any
> cvar, Tom, including sv_cheats, though it will only be changed client-side.
>
> --
> Zach "theY4Kman" Kanzler
>
>
> On Mon, Jan 4, 2010 at 04:55, Tom Edwards  wrote:
>
>> You can see server commands in the console. sv_cheats, sv_password, etc.
>> Doesn't mean they execute on the client.
>>
>> On 04/01/2010 7:06, Joe Cabezas wrote:
>> > nope
>> >
>> > clients DO LOAD plugins... via console commmand "plugin_load"...
>> >
>> > ok, that's not the main question.
>> >
>> > how to run commands every frame/tick in client?
>> >
>> > 2010/1/4 Andrew Ritchie
>> >
>> >
>> >> Quite simply the client does not load or run plug ins.  If you were
>> making
>> >> your own mod then you could add a client side system that loads and runs
>> >> them ever tick, but the client engine does not expose any systems to run
>> >> plug in type features and no Valve game is likely to offer such a
>> feature.
>> >>
>> >> On Mon, Jan 4, 2010 at 4:42 AM, Joe Cabezas
>>  wrote:
>> >>
>> >>
>> >>> i know i can't!, actually i know that i'm doing a server solution, my
>> >>> question is: "how to make it work in a client plugin"?
>> >>>
>> >>> maybe threads?, thinks?, how?
>> >>>
>> >>> 2010/1/4 Olly
>> >>>
>> >>>
>>  You can't. Its a server plugin: CEmpty*Server*Plugin
>> 
>>  2010/1/4 Joe Cabezas
>> 
>> 
>> > hello!
>> >
>> > i want to execute some functions in a CLIENT SIDE PLUGIN, for tf2...
>> >
>> >>> with
>> >>>
>> > no
>> > results
>> >
>> > this is what i'm doing:
>> >
>> > void CEmptyServerPlugin::GameFrame( bool simulating )
>> > {
>> > Msg("this is a frame!");
>> > }
>> >
>> > but, it only works when i create a server, and not when i join a
>> >
>>  server...
>> 
>> >
>> > how can i access to a client-side gameframe event?
>> > ___
>> > 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:
>> >>  

-- 

Thanks,
 - Saul.

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Re: [hlcoders] client side grame frame

2010-01-04 Thread Zach Kanzler
Clients do load plug-ins. You can load SourceMod client-side and change any
cvar, Tom, including sv_cheats, though it will only be changed client-side.

--
Zach "theY4Kman" Kanzler


On Mon, Jan 4, 2010 at 04:55, Tom Edwards  wrote:

> You can see server commands in the console. sv_cheats, sv_password, etc.
> Doesn't mean they execute on the client.
>
> On 04/01/2010 7:06, Joe Cabezas wrote:
> > nope
> >
> > clients DO LOAD plugins... via console commmand "plugin_load"...
> >
> > ok, that's not the main question.
> >
> > how to run commands every frame/tick in client?
> >
> > 2010/1/4 Andrew Ritchie
> >
> >
> >> Quite simply the client does not load or run plug ins.  If you were
> making
> >> your own mod then you could add a client side system that loads and runs
> >> them ever tick, but the client engine does not expose any systems to run
> >> plug in type features and no Valve game is likely to offer such a
> feature.
> >>
> >> On Mon, Jan 4, 2010 at 4:42 AM, Joe Cabezas
>  wrote:
> >>
> >>
> >>> i know i can't!, actually i know that i'm doing a server solution, my
> >>> question is: "how to make it work in a client plugin"?
> >>>
> >>> maybe threads?, thinks?, how?
> >>>
> >>> 2010/1/4 Olly
> >>>
> >>>
>  You can't. Its a server plugin: CEmpty*Server*Plugin
> 
>  2010/1/4 Joe Cabezas
> 
> 
> > hello!
> >
> > i want to execute some functions in a CLIENT SIDE PLUGIN, for tf2...
> >
> >>> with
> >>>
> > no
> > results
> >
> > this is what i'm doing:
> >
> > void CEmptyServerPlugin::GameFrame( bool simulating )
> > {
> > Msg("this is a frame!");
> > }
> >
> > but, it only works when i create a server, and not when i join a
> >
>  server...
> 
> >
> > how can i access to a client-side gameframe event?
> > ___
> > 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
> >>
> >>
> >>
> > ___
> > 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
>
>
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Re: [hlcoders] client side grame frame

2010-01-04 Thread Andrew Ritchie
plugin_load only works on the server.  The client has no knowledge of it.
You certainly can load them on a listen server but they only interact with
the game dll and not the client dll and it's subsiquent systems.

On Mon, Jan 4, 2010 at 7:06 AM, Joe Cabezas  wrote:

> nope
>
> clients DO LOAD plugins... via console commmand "plugin_load"...
>
> ok, that's not the main question.
>
> how to run commands every frame/tick in client?
>
> 2010/1/4 Andrew Ritchie 
>
> > Quite simply the client does not load or run plug ins.  If you were
> making
> > your own mod then you could add a client side system that loads and runs
> > them ever tick, but the client engine does not expose any systems to run
> > plug in type features and no Valve game is likely to offer such a
> feature.
> >
> > On Mon, Jan 4, 2010 at 4:42 AM, Joe Cabezas 
> wrote:
> >
> > > i know i can't!, actually i know that i'm doing a server solution, my
> > > question is: "how to make it work in a client plugin"?
> > >
> > > maybe threads?, thinks?, how?
> > >
> > > 2010/1/4 Olly 
> > >
> > > > You can't. Its a server plugin: CEmpty*Server*Plugin
> > > >
> > > > 2010/1/4 Joe Cabezas 
> > > >
> > > > > hello!
> > > > >
> > > > > i want to execute some functions in a CLIENT SIDE PLUGIN, for
> tf2...
> > > with
> > > > > no
> > > > > results
> > > > >
> > > > > this is what i'm doing:
> > > > >
> > > > > void CEmptyServerPlugin::GameFrame( bool simulating )
> > > > > {
> > > > > Msg("this is a frame!");
> > > > > }
> > > > >
> > > > > but, it only works when i create a server, and not when i join a
> > > > server...
> > > > >
> > > > >
> > > > > how can i access to a client-side gameframe event?
> > > > > ___
> > > > > 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
> >
> >
> ___
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> please visit:
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>
>
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Re: [hlcoders] client side grame frame

2010-01-04 Thread Tom Edwards
You can see server commands in the console. sv_cheats, sv_password, etc. 
Doesn't mean they execute on the client.

On 04/01/2010 7:06, Joe Cabezas wrote:
> nope
>
> clients DO LOAD plugins... via console commmand "plugin_load"...
>
> ok, that's not the main question.
>
> how to run commands every frame/tick in client?
>
> 2010/1/4 Andrew Ritchie
>
>
>> Quite simply the client does not load or run plug ins.  If you were making
>> your own mod then you could add a client side system that loads and runs
>> them ever tick, but the client engine does not expose any systems to run
>> plug in type features and no Valve game is likely to offer such a feature.
>>
>> On Mon, Jan 4, 2010 at 4:42 AM, Joe Cabezas  wrote:
>>
>>  
>>> i know i can't!, actually i know that i'm doing a server solution, my
>>> question is: "how to make it work in a client plugin"?
>>>
>>> maybe threads?, thinks?, how?
>>>
>>> 2010/1/4 Olly
>>>
>>>
 You can't. Its a server plugin: CEmpty*Server*Plugin

 2010/1/4 Joe Cabezas

  
> hello!
>
> i want to execute some functions in a CLIENT SIDE PLUGIN, for tf2...
>
>>> with
>>>
> no
> results
>
> this is what i'm doing:
>
> void CEmptyServerPlugin::GameFrame( bool simulating )
> {
> Msg("this is a frame!");
> }
>
> but, it only works when i create a server, and not when i join a
>
 server...
  
>
> how can i access to a client-side gameframe event?
> ___
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>
>> archives,
>>  
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>
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 please visit:
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>>> ___
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>>> please visit:
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Re: [hlcoders] client side grame frame

2010-01-03 Thread Joe Cabezas
nope

clients DO LOAD plugins... via console commmand "plugin_load"...

ok, that's not the main question.

how to run commands every frame/tick in client?

2010/1/4 Andrew Ritchie 

> Quite simply the client does not load or run plug ins.  If you were making
> your own mod then you could add a client side system that loads and runs
> them ever tick, but the client engine does not expose any systems to run
> plug in type features and no Valve game is likely to offer such a feature.
>
> On Mon, Jan 4, 2010 at 4:42 AM, Joe Cabezas  wrote:
>
> > i know i can't!, actually i know that i'm doing a server solution, my
> > question is: "how to make it work in a client plugin"?
> >
> > maybe threads?, thinks?, how?
> >
> > 2010/1/4 Olly 
> >
> > > You can't. Its a server plugin: CEmpty*Server*Plugin
> > >
> > > 2010/1/4 Joe Cabezas 
> > >
> > > > hello!
> > > >
> > > > i want to execute some functions in a CLIENT SIDE PLUGIN, for tf2...
> > with
> > > > no
> > > > results
> > > >
> > > > this is what i'm doing:
> > > >
> > > > void CEmptyServerPlugin::GameFrame( bool simulating )
> > > > {
> > > > Msg("this is a frame!");
> > > > }
> > > >
> > > > but, it only works when i create a server, and not when i join a
> > > server...
> > > >
> > > >
> > > > how can i access to a client-side gameframe event?
> > > > ___
> > > > 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:
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> > >
> > >
> > ___
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> > please visit:
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> >
> >
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Re: [hlcoders] client side grame frame

2010-01-03 Thread Andrew Ritchie
Quite simply the client does not load or run plug ins.  If you were making
your own mod then you could add a client side system that loads and runs
them ever tick, but the client engine does not expose any systems to run
plug in type features and no Valve game is likely to offer such a feature.

On Mon, Jan 4, 2010 at 4:42 AM, Joe Cabezas  wrote:

> i know i can't!, actually i know that i'm doing a server solution, my
> question is: "how to make it work in a client plugin"?
>
> maybe threads?, thinks?, how?
>
> 2010/1/4 Olly 
>
> > You can't. Its a server plugin: CEmpty*Server*Plugin
> >
> > 2010/1/4 Joe Cabezas 
> >
> > > hello!
> > >
> > > i want to execute some functions in a CLIENT SIDE PLUGIN, for tf2...
> with
> > > no
> > > results
> > >
> > > this is what i'm doing:
> > >
> > > void CEmptyServerPlugin::GameFrame( bool simulating )
> > > {
> > > Msg("this is a frame!");
> > > }
> > >
> > > but, it only works when i create a server, and not when i join a
> > server...
> > >
> > >
> > > how can i access to a client-side gameframe event?
> > > ___
> > > 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
> >
> >
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Re: [hlcoders] client side grame frame

2010-01-03 Thread Joe Cabezas
i know i can't!, actually i know that i'm doing a server solution, my
question is: "how to make it work in a client plugin"?

maybe threads?, thinks?, how?

2010/1/4 Olly 

> You can't. Its a server plugin: CEmpty*Server*Plugin
>
> 2010/1/4 Joe Cabezas 
>
> > hello!
> >
> > i want to execute some functions in a CLIENT SIDE PLUGIN, for tf2... with
> > no
> > results
> >
> > this is what i'm doing:
> >
> > void CEmptyServerPlugin::GameFrame( bool simulating )
> > {
> > Msg("this is a frame!");
> > }
> >
> > but, it only works when i create a server, and not when i join a
> server...
> >
> >
> > how can i access to a client-side gameframe event?
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
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Re: [hlcoders] client side grame frame

2010-01-03 Thread Olly
You can't. Its a server plugin: CEmpty*Server*Plugin

2010/1/4 Joe Cabezas 

> hello!
>
> i want to execute some functions in a CLIENT SIDE PLUGIN, for tf2... with
> no
> results
>
> this is what i'm doing:
>
> void CEmptyServerPlugin::GameFrame( bool simulating )
> {
> Msg("this is a frame!");
> }
>
> but, it only works when i create a server, and not when i join a server...
>
>
> how can i access to a client-side gameframe event?
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
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[hlcoders] client side grame frame

2010-01-03 Thread Joe Cabezas
hello!

i want to execute some functions in a CLIENT SIDE PLUGIN, for tf2... with no
results

this is what i'm doing:

void CEmptyServerPlugin::GameFrame( bool simulating )
{
Msg("this is a frame!");
}

but, it only works when i create a server, and not when i join a server...


how can i access to a client-side gameframe event?
___
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