Thanks for your help. Works great.
2008/11/22 Olly <[EMAIL PROTECTED]>
> Remember now that any players that join though a lobby in L4D will have the
> steam id of STEAM_1:x:xx
>
>
> 2008/11/21 Zach Kanzler <[EMAIL PROTECTED]>
>
> > A full explanation is available here:
> > http://forums.allie
Remember now that any players that join though a lobby in L4D will have the
steam id of STEAM_1:x:xx
2008/11/21 Zach Kanzler <[EMAIL PROTECTED]>
> A full explanation is available here:
> http://forums.alliedmods.net/showthread.php?t=60899
>
> On Fri, Nov 21, 2008 at 16:08, Sam Klinger <[EMAI
A full explanation is available here:
http://forums.alliedmods.net/showthread.php?t=60899
On Fri, Nov 21, 2008 at 16:08, Sam Klinger <[EMAIL PROTECTED]> wrote:
> Attached is a python script that does both Community -> Steam and Steam ->
> Community.
>
>
> Sebastian Staudt wrote:
>
>> Does anyone
Attached is a python script that does both Community -> Steam and Steam
-> Community.
Sebastian Staudt wrote:
Does anyone know a way to calculate the Steam Community SteamID
("SteamID64") from the in-game SteamID (STEAM_X:X:XX)?
This would be a nice way to get fast access to the Steam Commu
Does anyone know a way to calculate the Steam Community SteamID
("SteamID64") from the in-game SteamID (STEAM_X:X:XX)?
This would be a nice way to get fast access to the Steam Community pages of
each player on a server.
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this file)
>don't even get compiled (through #ifdef's) so the beta testers can only run
>the game connected to our linux server (as starting up a local server/game
>will just crash from the code missing).
>
>-Original Message-
>From: [EMAIL PROTECTED]
>[mailt
If it's absolutely paramount, you could restrict players to being
spectators until their Steam ID is resolved.
On 6/1/07, Mulchman <[EMAIL PROTECTED]> wrote:
A steam ID sometimes isn't known immediately upon connecting - it has to be
resolved.
We have a "ff_betalist.txt" file we compare usernam
07:34
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] SteamId
Is there any easy way to get clients steam id when you load up the game. Im
looking into locking my mod for beta testing because we had huge problems
last time with leaks. I have managed to encrypt the list of ids using md5
]> wrote:
>
> string_t steamId = pPlayer->GetNetworkIDString();
>
> should do the job.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Mark Chandler
> Sent: 31 May 2007 15:34
> To: hlcoders@list.valvesoftware.co
string_t steamId = pPlayer->GetNetworkIDString();
should do the job.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mark Chandler
Sent: 31 May 2007 15:34
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] SteamId
Is there any easy way to
Is there any easy way to get clients steam id when you load up the game. Im
looking into locking my mod for beta testing because we had huge problems
last time with leaks. I have managed to encrypt the list of ids using md5
just need to find a way to get the clients steamed.
Mark
<-- Is what I get when the
above is in there .. :-/
- Original Message -
From: "Alfred Reynolds" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Saturday, December 04, 2004 12:59 AM
Subject: RE: [hlcoders] SteamID?
Oh, and if this is in a plugin:
edict *ed
NetworkIDString(ed);
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds Sent: Friday, December 03, 2004 4:45 PM To:
[EMAIL PROTECTED] Subject: RE: [hlcoders] SteamID?
> CBasePlayer *pPlayer = UTIL_GetCommandClient();
> pPlaye
CBasePlayer *pPlayer = UTIL_GetCommandClient();
pPlayer->GetNetworkIDString()
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Manip Sent:
Friday, December 03, 2004 4:32 PM To: [EMAIL PROTECTED]
Subject: [hlcoders] SteamID?
> Does anyone
Does anyone have a method for retrieving a char array version of the callers
SteamID from a CON_COMMAND() callback?
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