RE: [hlcoders] BUG? Server Plugins = FireGameEvent = hostage_rescued

2005-03-14 Thread Alfred Reynolds
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
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RE: [hlcoders] BUG? Server Plugins = FireGameEvent = hostage_rescued

2005-03-14 Thread Roy Laurie
--
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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
 --

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Re: [hlcoders] BUG? Server Plugins = FireGameEvent = hostage_rescued

2005-03-14 Thread Ronny Schedel
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
--
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Re: [hlcoders] BUG? Server Plugins = FireGameEvent = hostage_rescued

2005-03-14 Thread Roy Laurie
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
  --
 
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  please visit:
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Re: [hlcoders] BUG? Server Plugins = FireGameEvent = hostage_rescued

2005-03-14 Thread Ronny Schedel
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
 --

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Re: [hlcoders] BUG? Server Plugins = FireGameEvent = hostage_rescued

2005-03-14 Thread Roy Laurie
--
[ Picked text/plain from multipart/alternative ]
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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
   --
  
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Re: [hlcoders] BUG? Server Plugins = FireGameEvent = hostage_rescued

2005-03-14 Thread Ronny Schedel
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
  --
 
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  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] BUG? Server Plugins = FireGameEvent = hostage_rescued

2005-03-14 Thread Roy Laurie
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
  
  
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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
   
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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

2005-03-13 Thread Roy Laurie
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
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Re: [hlcoders] BUG? Server Plugins = FireGameEvent = hostage_rescued

2005-03-13 Thread Roy Laurie
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
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