[hlcoders] FireEvent help?

2006-04-07 Thread Paul Kirby
Hello All I am trying to fire an event within a Source Server Plug-in. In GameEvents.res there is the following: "player_chat" // a public player chat { "teamonly""bool" // true if team only chat "userid" "short" // chatting player "text"

RE: [hlcoders] Remove event "player_say" (Source Server Plugin)

2006-04-03 Thread Paul Kirby
), "mysaycommand")) > >{ > > // run my code > >RETURN_META(MRES_SUPERCEDE); > >} > >RETURN_META(MRES_IGNORED); > >} > > > >You have a lot more power/options if you make use > metamod:source. Check > >out

RE: [hlcoders] Remove event "player_say" (Source Server Plugin)

2006-04-01 Thread Paul Kirby
t: 01 April 2006 23:14 > To: hlcoders@list.valvesoftware.com > Subject: Re: [hlcoders] Remove event "player_say" (Source > Server Plugin) > > -- > [ Picked text/plain from multipart/alternative ] who do you > want the event to reach? > > On 4/1/06, Paul Kirby &

RE: [hlcoders] Remove event "player_say" (Source Server Plugin)

2006-04-01 Thread Paul Kirby
; >[ Picked text/plain from multipart/alternative ] who do you want the > >event to reach? > > > >On 4/1/06, Paul Kirby <[EMAIL PROTECTED]> wrote: > > > > > >>Hello All > >> > >>Just a quick question... > >> > >>I

[hlcoders] Remove event "player_say" (Source Server Plugin)

2006-04-01 Thread Paul Kirby
Hello All Just a quick question... I can retrieve the "player_say" event using the following: void CEmptyServerPlugin::FireGameEvent( KeyValues * event ) { const char * name = event->GetName(); Msg( "CEmptyServerPlugin::FireGameEvent: Got event \"%s\"\n", name ); if (FStrEq(name,"player_sa

[hlcoders] Setting Player Info in Server Plug-in.

2006-01-24 Thread Paul Kirby
Hello All I am trying to set players info via a Server Plug-in, but I cant seem to see any code to achieve this. I can get the players info like Armour, Health x, y, z Pos etc, but just cant set them :( I'm also hoping to be able to move a player to any x, y, z pos on the map, a bit like a telepo

RE: [hlcoders] Server plugins.

2005-10-24 Thread Paul Kirby
hlcoders] Server plugins. > > -- > [ Picked text/plain from multipart/alternative ] > Server plugins work on a listen SERVER. They don't work on > the client when > you connect to a server. > > L. Duke > > > On 10/24/05, Paul Kirby <[EMAIL PROT

RE: [hlcoders] Server plugins.

2005-10-24 Thread Paul Kirby
Oh... Not too sure about the Events though. Sorry :( Paul > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Paul Kirby > Sent: Mon 24 October 2005 18:22 > To: hlcoders@list.valvesoftware.com > Subject: RE: [hlcoders] Server plugins

RE: [hlcoders] Server plugins.

2005-10-24 Thread Paul Kirby
Yes, you can use the server_plugin to be used in source client side. Paul > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of > Jeremy Swigart > Sent: Mon 24 October 2005 03:44 > To: hlcoders@list.valvesoftware.com > Subject: [hlcoders] Server plugins.

RE: [hlcoders] Compiling serverplugin_sample from SDK under Linux?

2005-10-16 Thread Paul Kirby
typing: > > export LD_LIBRARY_PATH=$LD_LIBRARY_PATH:. > > Paul Kirby wrote: > > Well I have got most of it compiling ok apart from vcpm > cannot use the 2 so > > libraries :( > > > > ./vcpm: error while loading shared libraries: > tier0_i486.so: cannot open &g

RE: [hlcoders] Compiling serverplugin_sample from SDK under Linux?

2005-10-16 Thread Paul Kirby
age- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Paul Kirby > Sent: Sat 15 October 2005 19:46 > To: hlcoders@list.valvesoftware.com > Subject: [hlcoders] Compiling serverplugin_sample from SDK > under Linux? > > Hello All > > Has anyone manag

[hlcoders] Compiling serverplugin_sample from SDK under Linux?

2005-10-15 Thread Paul Kirby
Hello All Has anyone managed to get the serverplugin_sample compiled in Linux? The SDK Docs say you need to type make plug-in from the linux_sdk directory. linux_sdk # make plugin This don't seem to work for me. All it says is the following: m2c-o Makefile -e Makefile Makefile.mod make:

[hlcoders] Server Plugin Question.

2005-10-13 Thread Paul Kirby
Hello All I am trying to do a quick and simple Server Plugin where I have a list of functions stored as text within a text file... Example: [cfg/plugin_commands.cfg] request_admin request_map another_function I have the following function which is coded in the Server Plugin: void admin_src_func(

RE: [hlcoders] Steam UI Update

2005-10-11 Thread Paul Kirby
Cool :) Paul > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of > Erik Johnson > Sent: Tue 11 October 2005 18:18 > To: hlcoders@list.valvesoftware.com > Subject: RE: [hlcoders] Steam UI Update > > This is a multi-part message in MIME format. > -- > [ P

RE: [hlcoders] Max amount of Teams on a MP Team game?

2005-10-10 Thread Paul Kirby
er will say, oh > that's 3. The file that you are searching for will take > TEAM_ROGUES and turn > it into Preacher, or Werewolf or whatever you want your team > names to be. > look at this site > http://www.sourcewiki.org/wiki/index.php/Making_Teams_Work > for a real good &

RE: [hlcoders] Max amount of Teams on a MP Team game?

2005-10-10 Thread Paul Kirby
on that takes a range. So, if you'd put > RandomInt(0, 4) it would return a number between 0 and 4. > > On 10/10/05, Paul Kirby <[EMAIL PROTECTED]> wrote: > > > > Hello All > > > > I am just wondering on the amount of teams you can have on > a mul

RE: [hlcoders] SDK With bots question

2005-10-10 Thread Paul Kirby
Thanks I will try this tomorrow after work. Paul > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Draco > Sent: Mon 10 October 2005 22:57 > To: hlcoders@list.valvesoftware.com > Subject: Re: [hlcoders] SDK With bots question > > -- > [ Picked text/pl

[hlcoders] Max amount of Teams on a MP Team game?

2005-10-10 Thread Paul Kirby
Hello All I am just wondering on the amount of teams you can have on a multi player mod? Because I have noticed the following from CHL2MP_Player::PickDefaultSpawnTeam(): ChangeTeam( random->RandomInt( TEAM_COMBINE, TEAM_REBELS ) ); And RandomInt() only accepts 2 arguments :( I was hoping for t

RE: [hlcoders] SDK With bots question

2005-10-10 Thread Paul Kirby
I have it compiling and linking fine now with the bots. All I need to do now is lookup on how to control them etc. One thing I did notice is when the bots shot/killed they don't respawn, so that something I need to look into. Cant be that hard :) Thanks anyway :) Paul > -Original Message---

RE: [hlcoders] SDK With bots question

2005-10-10 Thread Paul Kirby
All I did was add hl2mp_bot_temp.cpp and hl2mp_bot_temp.h to the server project and un commented the #ifdef etc around the bot parts so that it adds them in the release code as well as the debug. Works a treat :) Paul > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTEC

RE: [hlcoders] SDK With bots question

2005-10-10 Thread Paul Kirby
lcoders] SDK With bots question > > > Welp, does it work now? > > -Original Message- > From: Paul Kirby [mailto:[EMAIL PROTECTED] > Sent: October 9, 2005 4:11 PM > To: hlcoders@list.valvesoftware.com > Subject: RE: [hlcoders] SDK With bots question > > LOL > /me sl

RE: [hlcoders] SDK With bots question

2005-10-09 Thread Paul Kirby
ober 2005 19:08 > To: hlcoders@list.valvesoftware.com > Subject: RE: [hlcoders] SDK With bots question > > Did you edit the bot files themselves too? > > > -Original Message- > From: Paul Kirby [mailto:[EMAIL PROTECTED] > Sent: October 9, 2005 1:47 PM > To: hlcoders@list.valves

RE: [hlcoders] SDK With bots question

2005-10-09 Thread Paul Kirby
As too what you said about editing the bot files... It seems like they are bot included in my code. Which is prob why its failing to link. Paul > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Paul Kirby > Sent: Sun 09 October 200

RE: [hlcoders] SDK With bots question

2005-10-09 Thread Paul Kirby
ubject: RE: [hlcoders] SDK With bots question > > Did you edit the bot files themselves too? > > > -Original Message- > From: Paul Kirby [mailto:[EMAIL PROTECTED] > Sent: October 9, 2005 1:47 PM > To: hlcoders@list.valvesoftware.com > Subject: RE: [hlcoders] SDK With

RE: [hlcoders] SDK With bots question

2005-10-09 Thread Paul Kirby
;omega" Sergi > Sent: Sun 09 October 2005 17:23 > To: hlcoders@list.valvesoftware.com > Subject: RE: [hlcoders] SDK With bots question > > Remove all the #ifdef DEBUG and #endif pairs. > > By default the "bots" included with the sdk only function in > debug builds. > > --

[hlcoders] SDK With bots question

2005-10-09 Thread Paul Kirby
Hello All I have just noticed that if you create a Mod (Modify Half-Life 2 Multiplayer) there don't seem to be a bot_add command. Though you do seem to have the following line: ConCommand cc_Bot( "bot", Bot_f, "Add a bot.", FCVAR_CHEAT ); But when you use "bot" within the game, you are then told

RE: [hlcoders] Steam UI Update

2005-10-08 Thread Paul Kirby
Any chance on getting the version of the mod displayed on the properties status page for the mods? Thanks in advance Paul > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Paul Kirby > Sent: Fri 07 October 2005 23:13 &g

RE: [hlcoders] Steam UI Update

2005-10-07 Thread Paul Kirby
That last update fixed this problem :) Nice one :) Paul > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Paul Kirby > Sent: Fri 07 October 2005 15:40 > To: hlcoders@list.valvesoftware.com > Subject: RE: [hlcoders] Steam UI Update

[hlcoders] Adding extra Server Queries within own Source Mod

2005-10-07 Thread Paul Kirby
Hello All I think the is the relevant list. Just a quick question... Does anyone know whether you can add your own additional Server Queries within your own Source Mod? I am thinking of doing my own small Game Mod using the Source Engine and was thinking about adding an extra Server Query to the

RE: [hlcoders] Steam UI Update

2005-10-07 Thread Paul Kirby
Update: This is also happens when you get the properties for those as well. Thanks Paul > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Paul Kirby > Sent: Fri 07 October 2005 15:15 > To: hlcoders@list.valvesoftware.com > Subj

RE: [hlcoders] Steam UI Update

2005-10-07 Thread Paul Kirby
Hello Erik Bug: All 3rd party mods with square brackets round the Developer ie... [ Third-Party ] are missing the last letter in the game name that is displayed in the [My games] section. It maybe just Half-Life 3rd party mods that this happens to. Nice new look btw :) Thanks Paul > -Origi

Re: [hlcoders] Won ID's

2002-02-22 Thread Paul Kirby
at the > top. You were just being polite :) Yup me always be polite :D No probs :) > david > > -Original Message- > From: Leon Hartwig [mailto:[EMAIL PROTECTED]] > Sent: Friday, February 22, 2002 8:26 PM > To: '[EMAIL PROTECTED]' > Subject: RE: [hlcoders] W

Re: [hlcoders] Won ID's

2002-02-22 Thread Paul Kirby
- Original Message - From: "Dynerman David M" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Saturday, February 23, 2002 1:55 AM Subject: RE: [hlcoders] Won ID's > Is Paul Kirby a bot? Why you say that?? > Hello Paul Kirby. Hi > David &

Re: [hlcoders] Server Protocol for Half-Life

2002-02-22 Thread Paul Kirby
27;d' = Dedicated > (byte) w 'w' = Windows > (byte) . hex 00 = no password > (byte) . hex 01 yes mod > As you can see, some important information is dots, some dots are string > terminators. I wonder if it is this distinction where I am tripping up.

Re: [hlcoders] Won ID's

2002-02-22 Thread Paul Kirby
mod > > As you can see, some important information is dots, some dots are string > terminators. I wonder if it is this distinction where I am tripping up. > > Any hints on how you are storing the response and parsing it please ? > > Simon > Paul Kirby Webmaster of

Re: [hlcoders] Server Protocol for Half-Life

2002-02-22 Thread Paul Kirby
;www.counter-strike.net" (string) hex 00 00 (int32) hex 01 00 00 00 = 1 (int32) hex 00 9E F7 0A = 184,000,000 bytes = 184MB (byte) hex 00 so no server side mod (byte) hex 01 so yes to custom client side dll. Hope that helps you. > Is this