// nothing for now
}
At 08:11 PM 10/25/2007, you wrote:
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teamplay_game_over
On 10/25/07, Ray <[EMAIL PROTECTED]> wrote:
>
> Is anyone able to get the sudden death events to fire in plugins..
> The modevents.res file shows them.
Is anyone able to get the sudden death events to fire in plugins..
The modevents.res file shows them..but they never seem to fire.
Ray
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n the servers in sudden death mode.
Ray
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Has anyone been able to get the gameeventmanager2 to work with orangebox??
if I try using it I get an invalid parameter order error when I addlistener.
Ray
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>
>
>> Hi All-
>>
>> I decided that posting the contents of the files on the Wiki was lunacy.
>> So I made a new user on our FTP site that you can use to get a zip of
>> the headers:
>>
>> ftp.valvesoftware.com
>> user: sourcemod
>> pas
--- [EMAIL PROTECTED] wrote:
> Hello,
>
> i now have many errors by compiling my plugin... I
> hope anybody can help me!
>
> ../HL2SDK-TF2/tier1/convar.cpp
> In file included from
> ../HL2SDK-TF2/public/tier1/iconvar.h:21,
> from
> ../HL2SDK-TF2/public/tier1/convar.h:20,
>
ent calling convention.
Ray
Pinpoint customers who are looking for what you sell.
http://searchmarketing.yahoo.com/
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I'll check that out..
Thank you.
Ray
At 08:13 PM 10/4/2007, you wrote:
Well, I'm not sure if it's the right way of doing it.
But I managed to get cvars working by:
1. Add the convar.cpp valve provided to your project.
2. Declare g_pCVar somewhere and then set it to the icvar int
::OneTimeInit not existing anywhere that I can find.
I cant use any cvars in plugin or in console ..
Is anyone else able to get this to work?
Ray
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The only file available is PluginHeaders.zip, which contains hopefully
all of the headers you will need to get a head start on updating your
plugins. If I've left any important ones please let me know.
-Mike
utlblockmemory.h ?
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ehalf Of Ray
Sent: Tuesday, October 02, 2007 3:10 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?
any word on this?
At 03:55 PM 9/28/2007, you wrote:
>This is a multi-part message in MIME format.
>--
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any word on this?
At 03:55 PM 9/28/2007, you wrote:
This is a multi-part message in MIME format.
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Yes, I'll make all of the updated headers needed for building server
plugins available when I get back to the office on Tuesday.
-Mike
- O
Awesome man...
Thanks for the info :)
Ray
At 05:40 AM 9/30/2007, you wrote:
This is a multipart message in MIME format.
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When working on my player limit remover plugin, I found that there was a
change in the IServerPluginCallbacks interface
Refreshed...restartedeverything...
still crashs and and have never had it run...same with face poser...
Hammers running fine.
Ray
Oh, one more question, was HLMV ever working for you prior to this crashing?
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Offense taken anyway.
Im creating models for cssourceand using valves tools...thats a
mod to the game...this is the right place.
Ray
At 09:57 AM 6/28/2007, you wrote:
No offence, but can you use the forums? This mailing list is just for
the coding and mod side of it
its just for standard cstrike-source
At 09:21 PM 6/27/2007, you wrote:
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Does your mod have any custom shaders?
On 6/27/07, Ray <[EMAIL PROTECTED]> wrote:
>
> If I try to run hl model viewer or the face poser ..both crash..
> I
If I try to run hl model viewer or the face poser ..both crash..
Ive got my winxp updated and it mentions shaderapidx9.dll...
and I have the latest video drivers and directx 9c installed...
Anyone have any Ideas how to fix this?
Ray
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That usually means the server is a different version than the client
Ray
At 06:42 AM 5/13/2007, you wrote:
Ok, after hours of work I finaly got a linux server to compile golden eye
source and host a server. But now I have the problem of getting booted on
joining with the error:
Client
It seems SayText Messages no longer Color Code the players names with
UserMessageBegin like they used to...Is anyone else seeing this?
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Thank you kindy!
At 02:56 PM 12/5/2005, you wrote:
We are working on a fix (one was released on Saturday for Linux based
servers).
- Alfred
Ray wrote:
> Irregardless of when Im doing the test (and I have moved it to
> clientactive)
> the game engine is logging incorrect steamids w
://www.amxmodx.org/funcwiki.php?go=func&id=10
That's the basic idea...except for the STEAM_ID_PENDING part...you shouldn't
check before this point anyways
On 12/5/05, Ray <[EMAIL PROTECTED]> wrote:
>
> Valve,
> We really need this bug fixed where when someone connects to
Valve,
We really need this bug fixed where when someone connects to a server it
shows the last person's steamid as the new players steamid instead of
STEAM_ID_PENDING.
My plugin does an automatic ban of any [myg0t]'s and one joined our server
last nite..
and it banned the wrote steamid because it
With bot quota 4 I just keep getting bots added to the server !
23:41:50 "bot_quota" = "4" ( def. "0" )
game replicated
- Determines the total number of bots in the game.
23:41:58 status
23:41:58 hostname: CS-Addicts{US} [CS:Source #3]FFON OFFICE/DUSTS No AWP/AUTOS
So if we change everything over to events, plugins are going to get very
restricted.
- Original Message -
From: "Ray" <[EMAIL PROTECTED]>
To:
Sent: Thursday, November 17, 2005 11:46 AM
Subject: RE: [hlcoders] Re: Trapping Sprays (Ray)
Yes, but thats not a Valve i
Yes, but thats not a Valve interface and its a virtual function hook and
not the 'proper' way to do things.
How hard would it be to pump a player_spray event into the listener?
At 10:53 PM 11/15/2005, you wrote:
It sounds like there is already a solution and sample code.
- A
00
To: hlcoders@list.valvesoftware.com
From: Ray <[EMAIL PROTECTED]>
Subject: Re: [hlcoders] Trapping Sprays
Reply-To: hlcoders@list.valvesoftware.com
Actually, what I would like to do is figure out a way to add it to
Beetlesmod.
I have looked at Nemods code and Its beyond my understanding
le to
determine who a spray belonged to without installing that plugin though.
I'm
not sure how stable it is since the original author left others to puzzle
through his code.
Duke
On 11/14/05, Ray <[EMAIL PROTECTED]> wrote:
Valve,
Could you open up a mechinism, an event or something
t
trapped in either a client command or have it fire a game event?
Thanks
Ray
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God forbid someone helps someone
At 05:17 PM 9/24/2005, you wrote:
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This is not your technical support line, goto steampowered for that.
On 9/24/05, hp <[EMAIL PROTECTED]> wrote:
>
> Hello Soham,
>
> open staeam -> play games -> right click on
yeah its broken
I changed my to use Q_snprintf first into a buffer then pass just the buffer
it doesnt handle the sprintf part any longer it would appear
At 08:21 PM 9/23/2005, you wrote:
Hi,
After the latest update to the server engine my plugin appears to crash
each time I call the filesy
The server still crashs even with NO PLUGINS!!!
just add bots and let it go...
runtime error..
Function is Pure Virtual!
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Crashes asideClient Side FPS's has dropped dramatically as well!!!
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there are other issues also.
I use filesystem->FPrintf(filea,"L %02d/%02d/%04d - %02d:%02d:%02d: %s",
st->tm_mon+1,st->tm_mday,st->tm_year+1900,st->tm_hour,st->tm_min,st->tm_sec,str);
and that crashs the server
if I use Q_snprintf into a char array first and the
Alfred?
Can you verify if plugin_pause is working correctly with index's?
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ed in the BeetlesMod source code and if it hasnt been changed
recently it has no support for the pause command.
/Henrik aka -string-
- Original Message -
From: "Ray" <[EMAIL PROTECTED]>
To:
Sent: Saturday, September 10, 2005 2:19 PM
Subject: [hlcoders] Plugin_pause
this a syntax error or an error in the game engine?
Thanks
Ray
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update today or was it previous to this
update?
- Original Message -
From: "Ray" <[EMAIL PROTECTED]>
To:
Sent: Monday, May 23, 2005 7:04 PM
Subject: [hlcoders] Crash Bug
> While testing my plugin I loaded scoutzknivez_source
> with bots in it and kept crashing... I rem
I dont know...I do know it does now..and dont know of any way to roll back
the installation to see.
At 10:20 PM 05/23/2005, you wrote:
This occur since the most recent update today or was it previous to this
update?
- Original Message -
From: "Ray" <[EMAIL PROTECTE
While testing my plugin I loaded scoutzknivez_source
with bots in it and kept crashing... I removed my plugin and ran just a
straight install..
and srcds still crashs everytime.
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,
how about bloodstreams and flames and who knows what else.
Add Access to the users money via IPlayerInfo.
Ray
At 12:12 PM 05/20/2005, you wrote:
I have to agree that this is a really strange and frustrating approach to take
on Valve's part. I'm more disappointed in Valve that
Those menus are horrendous...
you have to first hit escape..then you have to use the mouse to click..
They are very nice to look at..and horrible to use..
At 01:53 PM 05/20/2005, you wrote:
3rd party plugins have been using a hack to trigger an unused bit of
game code. We provide them with another
Its so good to know that Valve cares so much about its customers..
Ive never seen any warning about using a documented SDK user message.
>From Alfred Reynolds:
> > They are using an undocumented hack to display those menus, this
> > update removes the hack and so they can no longer use it (because
Now that you have made the Radio Command all client side ..there is no
menuselect command set to the server when we use the Radio Commands menu
for plugin menus..
All menus in plugins are now non functional...
the the hit esc to use menu's are worthless...
Is there any way we can get a message sent
bot_kill in server console doesnt appear to work when a bot_prefix is set.
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I have made a plugin for CSSource
and whenever I run srcds.exe I get 3 or 4 of these:
First-chance exception in srcds.exe (KERNEL32.DLL): 0xE06D7363: Microsoft
C++ Exception.
If I do a spawn kill (against a bot and maybe with humans) 3 or 4 times or
more then Ill
get that exception repeated over
With tonights update the
engine->UserMessageBegin
engine->MessageEnd();
format the the radiocommand menus no longer works..
where can I find the new format needed to create custom menus?
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Since yesturdays update it appears that Autobuy and Rebuy no longer fires
any Client commands in a plugin.
Is there some way to trap these now?
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Are Client Alias's sent directly to the server?
I have weapons restrictions and tray buy awp when its restricted.
I have a client alias awp buy awp
if I type awp in console for source it bypass's the client command
altogether and still allows a awp to be bought.
__
I made and admin plugin for CS:Source and added in weapons restrictions via
ClientCommand
trapping of the buy command and autobuy and rebuy, and I run it on a local
copy of crcds and all weapons restrictions work properly (using
PLUGIN_STOP;) if a given weapon is restricted.
I put the plugin on my
(In serverplugin)
GameFrame states its called about 60 times a second.
If I do a Msg("%f",Engine->Time()); from it ..it looks like its firing
about 30 times a second.
Why would that be?
Is there any way to get it to fire when there isnt any players in the server?
_
I use the playerinfo->ChangeTeam function and it changes what team is one,
but it doesnt change his Skin.
Any one have an Idea how to change there skin to the correctly matching team?
I assumed the ChangeTeam() function would change all needed attributes.
_
Mine loads what I did is
I put the dll in the addons folder as as the vdf file
and made my entry in the vdf file like this:
"Plugin"
{
"file" "../cstrike/addons/serverplugin_empty"
}
--- Nicholas Rhead <[EMAIL PROTECTED]> wrote:
> I can compile the serverplugin_empty project and get
>
Ive got the DLL to load and
testing the built in ClientCommand function
with the canned "rich","msg", and "menu" commands
they only fire maybe 2 out of 3 times.
I enter in the console rich
and it brings up the dialog...(Nice by the way)
and then a while later Ill try it again and it doesnt
come up
I didnt do any coding (besides smalls plugins) for hl1
so this is all new to me and adding the fact that all
my c++ coding is done with Borland Builder, Im
a bit lost on making a server plugin dll.
I have compiled the serverplugin_empty project
using VC++ 6 successfully and Now I would like to
add
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I'll hook ya up with a ftp
ftp://rod.servecounterstrike.com
Peter Immarco <[EMAIL PROTECTED]> wrote:This is a multi-part message in MIME
format.
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A long time ago I hacked a version of the
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Please forgive my ignorance if this be the case.but.
What was this list for again.?
[ROD]--RayneOfDeath--
"Philip (Fiber)" wrote:Some love them and some hate them. I personally have never
seen a
program crash on a mac, but everybod
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