Re: [hlcoders] SteamID in-game and community

2008-11-22 Thread Sebastian Staudt
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

Re: [hlcoders] SteamID in-game and community

2008-11-21 Thread Olly
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

Re: [hlcoders] SteamID in-game and community

2008-11-21 Thread Zach Kanzler
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

Re: [hlcoders] SteamID in-game and community

2008-11-21 Thread Sam Klinger
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

[hlcoders] SteamID in-game and community

2008-11-21 Thread Sebastian Staudt
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. ___ To unsubscribe, edit your l

Re: [hlcoders] SteamId

2007-06-02 Thread bloodykenny
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

Re: [hlcoders] SteamId

2007-06-01 Thread dackz
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

[hlcoders] SteamId

2007-06-01 Thread Mulchman
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

Re: [hlcoders] SteamId

2007-05-31 Thread Matt Stafford
]> 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

RE: [hlcoders] SteamId

2007-05-31 Thread Chris Janes
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

[hlcoders] SteamId

2007-05-31 Thread Mark Chandler
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

Re: [hlcoders] SteamID?

2004-12-03 Thread Manip
<-- 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

RE: [hlcoders] SteamID?

2004-12-03 Thread Alfred Reynolds
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

RE: [hlcoders] SteamID?

2004-12-03 Thread Alfred Reynolds
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

[hlcoders] SteamID?

2004-12-03 Thread Manip
Does anyone have a method for retrieving a char array version of the callers SteamID from a CON_COMMAND() callback? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/