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"
), "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
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 &
; >[ 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
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
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
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
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
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.
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
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
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:
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(
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
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
&
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
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
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
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---
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
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
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
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
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
;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.
>
> --
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
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
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
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
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
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
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
- 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
&
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.
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
;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
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