RE: [hlcoders] BUG? Server Plugins = FireGameEvent = hostage_rescued
The code doesn't set anything but the userid parameter to a useful value right now. I have passed on the problem and they will look into either updating the code or amending the description. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Roy Laurie Sent: Sunday, March 13, 2005 11:07 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] BUG? Server Plugins = FireGameEvent = hostage_rescued -- [ Picked text/plain from multipart/alternative ] Content-description: Mail message body Snippet from my SRCDS's modevent.res for CS:S: hostage_rescued { userid short // player who rescued the hostage hostage short// hostage entity index siteshort // rescue site index } My plugin has been showing, to my dismay, that the hostage index constantly returns as 0. Not very helpful at all. It does work, however, with hostage_killed. -- Roy Kylratix Laurie HalfLifeTwoDev (http://www.hl2dev.com/) Sincerely, Roy Laurie -- ___ 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] BUG? Server Plugins = FireGameEvent = hostage_rescued
-- [ Picked text/plain from multipart/alternative ] Content-description: Mail message body Excellent. Thank you. Hopefully it will be the former, if not just for posterity. That and the workaround is somewhat resource intensive compared to the alternative. On a similar topic, there is the a lack of a bomb_begin_plant and a hostage_stops_following. These events are, again, a matter of posterity. Current events include bomb explosion, bomb beginning defuse (which is nice), and abortion of defuse. The defusing events are excellent and I'd like to see its likeness for the Terrorist act of planting. hostage_follows makes a lot of interesting things possible on cs_ maps. Unfortunately, unless the hostage dies or is rescued, the plugin has no efficient means of learning if the hostage stopped following for some other reason. This negates the usefulness of hostage_follows, since we can not truly tell if it's following at any given time or not without an extensive and heavily resource intensive workaround, which I have not been able to devise at the moment. Thanks again, Alfred. -- Roy Kylratix Laurie HalfLifeTwoDev (http://www.hl2dev.com/) On 14 Mar 2005 at 0:40, Alfred Reynolds wrote: The code doesn't set anything but the userid parameter to a useful value right now. I have passed on the problem and they will look into either updating the code or amending the description. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Roy Laurie Sent: Sunday, March 13, 2005 11:07 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] BUG? Server Plugins = FireGameEvent = hostage_rescued -- [ Picked text/plain from multipart/alternative ] Content-description: Mail message body Snippet from my SRCDS's modevent.res for CS:S: hostage_rescued { userid short // player who rescued the hostage hostageshort// hostage entity index siteshort // rescue site index } My plugin has been showing, to my dismay, that the hostage index constantly returns as 0. Not very helpful at all. It does work, however, with hostage_killed. -- Roy Kylratix Laurie HalfLifeTwoDev (http://www.hl2dev.com/) Sincerely, Roy Laurie -- ___ 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
Re: [hlcoders] BUG? Server Plugins = FireGameEvent = hostage_rescued
Some more events would be nice for CS:S: round restart game commencing Greets Ronny -- [ Picked text/plain from multipart/alternative ] Content-description: Mail message body Excellent. Thank you. Hopefully it will be the former, if not just for posterity. That and the workaround is somewhat resource intensive compared to the alternative. On a similar topic, there is the a lack of a bomb_begin_plant and a hostage_stops_following. These events are, again, a matter of posterity. Current events include bomb explosion, bomb beginning defuse (which is nice), and abortion of defuse. The defusing events are excellent and I'd like to see its likeness for the Terrorist act of planting. hostage_follows makes a lot of interesting things possible on cs_ maps. Unfortunately, unless the hostage dies or is rescued, the plugin has no efficient means of learning if the hostage stopped following for some other reason. This negates the usefulness of hostage_follows, since we can not truly tell if it's following at any given time or not without an extensive and heavily resource intensive workaround, which I have not been able to devise at the moment. Thanks again, Alfred. -- Roy Kylratix Laurie HalfLifeTwoDev (http://www.hl2dev.com/) On 14 Mar 2005 at 0:40, Alfred Reynolds wrote: The code doesn't set anything but the userid parameter to a useful value right now. I have passed on the problem and they will look into either updating the code or amending the description. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Roy Laurie Sent: Sunday, March 13, 2005 11:07 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] BUG? Server Plugins = FireGameEvent = hostage_rescued -- [ Picked text/plain from multipart/alternative ] Content-description: Mail message body Snippet from my SRCDS's modevent.res for CS:S: hostage_rescued { userid short // player who rescued the hostage hostage short // hostage entity index siteshort // rescue site index } My plugin has been showing, to my dismay, that the hostage index constantly returns as 0. Not very helpful at all. It does work, however, with hostage_killed. -- Roy Kylratix Laurie HalfLifeTwoDev (http://www.hl2dev.com/) Sincerely, Roy Laurie -- ___ 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
Re: [hlcoders] BUG? Server Plugins = FireGameEvent = hostage_rescued
Ronny, Have you tried (from gameevents.res) round_start? -- Roy Kylratix Laurie HalfLifeTwoDev (http://www.hl2dev.com/) On 14 Mar 2005 at 18:14, Ronny Schedel wrote: Some more events would be nice for CS:S: round restart game commencing Greets Ronny -- [ Picked text/plain from multipart/alternative ] Content-description: Mail message body Excellent. Thank you. Hopefully it will be the former, if not just for posterity. That and the workaround is somewhat resource intensive compared to the alternative. On a similar topic, there is the a lack of a bomb_begin_plant and a hostage_stops_following. These events are, again, a matter of posterity. Current events include bomb explosion, bomb beginning defuse (which is nice), and abortion of defuse. The defusing events are excellent and I'd like to see its likeness for the Terrorist act of planting. hostage_follows makes a lot of interesting things possible on cs_ maps. Unfortunately, unless the hostage dies or is rescued, the plugin has no efficient means of learning if the hostage stopped following for some other reason. This negates the usefulness of hostage_follows, since we can not truly tell if it's following at any given time or not without an extensive and heavily resource intensive workaround, which I have not been able to devise at the moment. Thanks again, Alfred. -- Roy Kylratix Laurie HalfLifeTwoDev (http://www.hl2dev.com/) On 14 Mar 2005 at 0:40, Alfred Reynolds wrote: The code doesn't set anything but the userid parameter to a useful value right now. I have passed on the problem and they will look into either updating the code or amending the description. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Roy Laurie Sent: Sunday, March 13, 2005 11:07 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] BUG? Server Plugins = FireGameEvent = hostage_rescued -- [ Picked text/plain from multipart/alternative ] Content-description: Mail message body Snippet from my SRCDS's modevent.res for CS:S: hostage_rescued { userid short // player who rescued the hostage hostage short // hostage entity index siteshort // rescue site index } My plugin has been showing, to my dismay, that the hostage index constantly returns as 0. Not very helpful at all. It does work, however, with hostage_killed. -- Roy Kylratix Laurie HalfLifeTwoDev (http://www.hl2dev.com/) Sincerely, Roy Laurie -- ___ 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
Re: [hlcoders] BUG? Server Plugins = FireGameEvent = hostage_rescued
round_start is every round, pretty useless. Greets Ronny Ronny, Have you tried (from gameevents.res) round_start? -- Roy Kylratix Laurie HalfLifeTwoDev (http://www.hl2dev.com/) On 14 Mar 2005 at 18:14, Ronny Schedel wrote: Some more events would be nice for CS:S: round restart game commencing Greets Ronny -- [ Picked text/plain from multipart/alternative ] Content-description: Mail message body Excellent. Thank you. Hopefully it will be the former, if not just for posterity. That and the workaround is somewhat resource intensive compared to the alternative. On a similar topic, there is the a lack of a bomb_begin_plant and a hostage_stops_following. These events are, again, a matter of posterity. Current events include bomb explosion, bomb beginning defuse (which is nice), and abortion of defuse. The defusing events are excellent and I'd like to see its likeness for the Terrorist act of planting. hostage_follows makes a lot of interesting things possible on cs_ maps. Unfortunately, unless the hostage dies or is rescued, the plugin has no efficient means of learning if the hostage stopped following for some other reason. This negates the usefulness of hostage_follows, since we can not truly tell if it's following at any given time or not without an extensive and heavily resource intensive workaround, which I have not been able to devise at the moment. Thanks again, Alfred. -- Roy Kylratix Laurie HalfLifeTwoDev (http://www.hl2dev.com/) On 14 Mar 2005 at 0:40, Alfred Reynolds wrote: The code doesn't set anything but the userid parameter to a useful value right now. I have passed on the problem and they will look into either updating the code or amending the description. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Roy Laurie Sent: Sunday, March 13, 2005 11:07 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] BUG? Server Plugins = FireGameEvent = hostage_rescued -- [ Picked text/plain from multipart/alternative ] Content-description: Mail message body Snippet from my SRCDS's modevent.res for CS:S: hostage_rescued { userid short // player who rescued the hostage hostage short // hostage entity index siteshort // rescue site index } My plugin has been showing, to my dismay, that the hostage index constantly returns as 0. Not very helpful at all. It does work, however, with hostage_killed. -- Roy Kylratix Laurie HalfLifeTwoDev (http://www.hl2dev.com/) Sincerely, Roy Laurie -- ___ 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
Re: [hlcoders] BUG? Server Plugins = FireGameEvent = hostage_rescued
-- [ Picked text/plain from multipart/alternative ] Content-description: Mail message body The code to figure out whether it's a game commence round or not isn't that resource intensive. A bit flag set in LevelInit and reset depending on number of players (by cycling though edicts at max of globals-maxClients) on round_start is all you need. -- Roy Kylratix Laurie HalfLifeTwoDev (http://www.hl2dev.com/) On 14 Mar 2005 at 20:58, Ronny Schedel wrote: round_start is every round, pretty useless. Greets Ronny Ronny, Have you tried (from gameevents.res) round_start? -- Roy Kylratix Laurie HalfLifeTwoDev (http://www.hl2dev.com/) On 14 Mar 2005 at 18:14, Ronny Schedel wrote: Some more events would be nice for CS:S: round restart game commencing Greets Ronny -- [ Picked text/plain from multipart/alternative ] Content-description: Mail message body Excellent. Thank you. Hopefully it will be the former, if not just for posterity. That and the workaround is somewhat resource intensive compared to the alternative. On a similar topic, there is the a lack of a bomb_begin_plant and a hostage_stops_following. These events are, again, a matter of posterity. Current events include bomb explosion, bomb beginning defuse (which is nice), and abortion of defuse. The defusing events are excellent and I'd like to see its likeness for the Terrorist act of planting. hostage_follows makes a lot of interesting things possible on cs_ maps. Unfortunately, unless the hostage dies or is rescued, the plugin has no efficient means of learning if the hostage stopped following for some other reason. This negates the usefulness of hostage_follows, since we can not truly tell if it's following at any given time or not without an extensive and heavily resource intensive workaround, which I have not been able to devise at the moment. Thanks again, Alfred. -- Roy Kylratix Laurie HalfLifeTwoDev (http://www.hl2dev.com/) On 14 Mar 2005 at 0:40, Alfred Reynolds wrote: The code doesn't set anything but the userid parameter to a useful value right now. I have passed on the problem and they will look into either updating the code or amending the description. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Roy Laurie Sent: Sunday, March 13, 2005 11:07 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] BUG? Server Plugins = FireGameEvent = hostage_rescued -- [ Picked text/plain from multipart/alternative ] Content-description: Mail message body Snippet from my SRCDS's modevent.res for CS:S: hostage_rescued { userid short // player who rescued the hostage hostage short // hostage entity index siteshort // rescue site index } My plugin has been showing, to my dismay, that the hostage index constantly returns as 0. Not very helpful at all. It does work, however, with hostage_killed. -- Roy Kylratix Laurie HalfLifeTwoDev (http://www.hl2dev.com/) Sincerely, Roy Laurie -- ___ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] BUG? Server Plugins = FireGameEvent = hostage_rescued
Come on, how is the game event system for? There are very helpful player_footsteps, but not round_restart and game_commencing. We had these events in 1.6. I dont need any workaround ideas, I need the events. Greets Ronny -- [ Picked text/plain from multipart/alternative ] Content-description: Mail message body The code to figure out whether it's a game commence round or not isn't that resource intensive. A bit flag set in LevelInit and reset depending on number of players (by cycling though edicts at max of globals-maxClients) on round_start is all you need. -- Roy Kylratix Laurie HalfLifeTwoDev (http://www.hl2dev.com/) On 14 Mar 2005 at 20:58, Ronny Schedel wrote: round_start is every round, pretty useless. Greets Ronny Ronny, Have you tried (from gameevents.res) round_start? -- Roy Kylratix Laurie HalfLifeTwoDev (http://www.hl2dev.com/) On 14 Mar 2005 at 18:14, Ronny Schedel wrote: Some more events would be nice for CS:S: round restart game commencing Greets Ronny -- [ Picked text/plain from multipart/alternative ] Content-description: Mail message body Excellent. Thank you. Hopefully it will be the former, if not just for posterity. That and the workaround is somewhat resource intensive compared to the alternative. On a similar topic, there is the a lack of a bomb_begin_plant and a hostage_stops_following. These events are, again, a matter of posterity. Current events include bomb explosion, bomb beginning defuse (which is nice), and abortion of defuse. The defusing events are excellent and I'd like to see its likeness for the Terrorist act of planting. hostage_follows makes a lot of interesting things possible on cs_ maps. Unfortunately, unless the hostage dies or is rescued, the plugin has no efficient means of learning if the hostage stopped following for some other reason. This negates the usefulness of hostage_follows, since we can not truly tell if it's following at any given time or not without an extensive and heavily resource intensive workaround, which I have not been able to devise at the moment. Thanks again, Alfred. -- Roy Kylratix Laurie HalfLifeTwoDev (http://www.hl2dev.com/) On 14 Mar 2005 at 0:40, Alfred Reynolds wrote: The code doesn't set anything but the userid parameter to a useful value right now. I have passed on the problem and they will look into either updating the code or amending the description. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Roy Laurie Sent: Sunday, March 13, 2005 11:07 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] BUG? Server Plugins = FireGameEvent = hostage_rescued -- [ Picked text/plain from multipart/alternative ] Content-description: Mail message body Snippet from my SRCDS's modevent.res for CS:S: hostage_rescued { userid short // player who rescued the hostage hostage short // hostage entity index siteshort // rescue site index } My plugin has been showing, to my dismay, that the hostage index constantly returns as 0. Not very helpful at all. It does work, however, with hostage_killed. -- Roy Kylratix Laurie HalfLifeTwoDev (http://www.hl2dev.com/) Sincerely, Roy Laurie -- ___ 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 -- ___ 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] BUG? Server Plugins = FireGameEvent = hostage_rescued
I would think that the game event system is to prevent massive wear on system resources by providing information that would have to be otherwise re-digested by writing one's own GameFrame code. The event system is certainly easier, but I think the main focus is the fact that using game events allows several plugins to be loaded simultaneously and use the same resources as maybe one plugin without such a system. While the event system is certainly easier to use, I think that it's existance is tailored more towards efficiency of server plugins overall. That being said, there are obviously many needs from the plugin development community as far as events go. The most important events needed being those which have some general use to the community --and-- would require intensive computation to find the information otherwise. For example, whatever the usefuleness, I can say that it would be extremely taxing on the server to extract player_footsteps from anywhere other than the main dll. On the other hand, while game_commence might make life easier, it doesn't significantly change the workload on the server to include such. Valve obviously being pressed, as time is money goes, I would prefer to only ask for events that are useful for whatever situation -and- cannot be handled efficiently. The likeliness of them including such over events more related to creature-comfort is obviously higher. On top of that, bogging a developer down with less demanding requests, as I have experienced many a time, tends to cause everything to get tossed up in the wind. I certainly don't want that. -- Roy Kylratix Laurie HalfLifeTwoDev (http://www.hl2dev.com) On 14 Mar 2005 at 23:44, Ronny Schedel wrote: Come on, how is the game event system for? There are very helpful player_footsteps, but not round_restart and game_commencing. We had these events in 1.6. I dont need any workaround ideas, I need the events. Greets Ronny -- [ Picked text/plain from multipart/alternative ] Content-description: Mail message body The code to figure out whether it's a game commence round or not isn't that resource intensive. A bit flag set in LevelInit and reset depending on number of players (by cycling though edicts at max of globals-maxClients) on round_start is all you need. -- Roy Kylratix Laurie HalfLifeTwoDev (http://www.hl2dev.com/) On 14 Mar 2005 at 20:58, Ronny Schedel wrote: round_start is every round, pretty useless. Greets Ronny Ronny, Have you tried (from gameevents.res) round_start? -- Roy Kylratix Laurie HalfLifeTwoDev (http://www.hl2dev.com/) On 14 Mar 2005 at 18:14, Ronny Schedel wrote: Some more events would be nice for CS:S: round restart game commencing Greets Ronny -- [ Picked text/plain from multipart/alternative ] Content-description: Mail message body Excellent. Thank you. Hopefully it will be the former, if not just for posterity. That and the workaround is somewhat resource intensive compared to the alternative. On a similar topic, there is the a lack of a bomb_begin_plant and a hostage_stops_following. These events are, again, a matter of posterity. Current events include bomb explosion, bomb beginning defuse (which is nice), and abortion of defuse. The defusing events are excellent and I'd like to see its likeness for the Terrorist act of planting. hostage_follows makes a lot of interesting things possible on cs_ maps. Unfortunately, unless the hostage dies or is rescued, the plugin has no efficient means of learning if the hostage stopped following for some other reason. This negates the usefulness of hostage_follows, since we can not truly tell if it's following at any given time or not without an extensive and heavily resource intensive workaround, which I have not been able to devise at the moment. Thanks again, Alfred. -- Roy Kylratix Laurie HalfLifeTwoDev (http://www.hl2dev.com/) On 14 Mar 2005 at 0:40, Alfred Reynolds wrote: The code doesn't set anything but the userid parameter to a useful value right now. I have passed on the problem and they will look into either updating the code or amending the description. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Roy Laurie Sent: Sunday, March 13, 2005 11:07 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] BUG? Server Plugins = FireGameEvent = hostage_rescued -- [ Picked text/plain from multipart/alternative ] Content-description: Mail message body Snippet from my SRCDS's modevent.res for CS:S: hostage_rescued { userid short // player who rescued the hostage hostage
Re: [hlcoders] BUG? Server Plugins = FireGameEvent = hostage_rescued
In fact, the only value of the three that -can- be pulled from the KeyEvent is userid. The rescue site index returns 0 no matter what site it is as well. I'm developing a workaround at the moment... -- Roy Kylratix Laurie HalfLifeTwoDev (http://www.hl2dev.com/) On 13 Mar 2005 at 11:06, Roy Laurie wrote: Snippet from my SRCDS's modevent.res for CS:S: hostage_rescued { userid short // player who rescued the hostage hostageshort// hostage entity index siteshort // rescue site index } My plugin has been showing, to my dismay, that the hostage index constantly returns as 0. Not very helpful at all. It does work, however, with hostage_killed. -- Roy Kylratix Laurie HalfLifeTwoDev (http://www.hl2dev.com/) Sincerely, Roy Laurie -- ___ 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] BUG? Server Plugins = FireGameEvent = hostage_rescued
Currently, I have a useable workaround. Here's my way: Dynamic array of hostages and associated interacting players (those who enact hostage_follow). Load a dynamic array of edict_t* pointing to rescue points, found by iterating the entity list at ServerActivate and looking for pEntity-GetClassName() of func_hostage_rescue. I also have an associated integer quantity of rescue points available in the map (trying to stay flexible, just in case). The same is done with the dynamic array of hostages. At LevelShutdown, I delete both arrays. At FireGameEvent for event hostage_rescue: A double for loop. First loop cycles through saved hostage entities by index, skipping to the next iteration for various reasons, including the interacting player not being the same that is rescuing, the hostage being dead or rescued already, etc. Second loop calls CalcNearestPoint (ripped from main dll source and slighly hacked to accept a parameter of ICollideable) to calculate the distance betweent he hostie and the given rescue point. The first hostie to have a 0 distance wins! There's probably a for more easy workaround, knowing my luck. However, this method seems to work perfectly. The actual source code should be released in a day or two when I release the next version of TerraStats on SourceForge. -- Roy Kylratix Laurie HalfLifeTwoDev (http://www.hl2dev.com/) On 13 Mar 2005 at 12:06, Roy Laurie wrote: In fact, the only value of the three that -can- be pulled from the KeyEvent is userid. The rescue site index returns 0 no matter what site it is as well. I'm developing a workaround at the moment... -- Roy Kylratix Laurie HalfLifeTwoDev (http://www.hl2dev.com/) On 13 Mar 2005 at 11:06, Roy Laurie wrote: Snippet from my SRCDS's modevent.res for CS:S: hostage_rescued { userid short // player who rescued the hostage hostage short// hostage entity index siteshort // rescue site index } My plugin has been showing, to my dismay, that the hostage index constantly returns as 0. Not very helpful at all. It does work, however, with hostage_killed. -- Roy Kylratix Laurie HalfLifeTwoDev (http://www.hl2dev.com/) Sincerely, Roy Laurie -- ___ 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