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Has anyone been able to do this? Is this even possible? There are a LOT of
functions that I would like to have access to, and it was possible to use
similar functions in HL1.
Thanks,
Josh
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Josh wrote:
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Has anyone been able to do this? Is this even possible? There are a LOT of
functions that I would like to have access to, and it was possible to use
similar functions in HL1.
If I am not m
c_baseplayer is the client version of cbaseplayer, there's no reason that
you would want to have it's functions run on the server.
From: "Josh" <[EMAIL PROTECTED]>
Reply-To: [EMAIL PROTECTED]
To: <[EMAIL PROTECTED]>
Subject: [hlcoders] Using c_baseplayer in a server
CBaseEntity too? That wouldnt be nice, because some functions
are only accessible through this class.
To valve: will we get updated headers, when CBaseEntity will be changed
in the future?
Greets
Ronny
But you shouldn't actually be accessing these at all since MOD authors
can change the CBaseEntit
Schedel Sent: Thursday, December 09, 2004 11:05 AM To:
[EMAIL PROTECTED] Subject: Re: [hlcoders] Using
c_baseplayer in a server plugin
> CBaseEntity too? That wouldnt be nice, because some functions are
> only accessible through this class.
>
> To valve: will we get updated h
These are bad news :\
So, how can I change the velocity of a player without
class access?
Greets
Ronny
Yes, we can (and probably will) update it class definition. We may even
have different versions between our own internally released games.
Assuming its definition matches the SDK is dangerous.
-
Ronny Schedel wrote:
These are bad news :\
So, how can I change the velocity of a player without
class access?
You can't. This isn't the Half-Life engine! :)
--
Jeffrey "botman" Broome
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Actually, this might be possible. The example plug-in simply doesn't
get the interface you want by default. Take a look at eiface.h for
IServerGameEnts. It contains an EdictToBaseEntity function you might
be able to use. An additional call to interfaceFactory with that
interface version could g
> However this goes back to the point made before where the
> implementation might change and you can't rely on it.
> However there is no useful interface equivalent for entities,
> so worse come to worst you simply rebuild the plug-in come an
> update to the base entity.
No. CBaseEntity can be c
The new interface system is an easy way in handling, but it seems,
there are much lesser functions that we can use than in HL1.
All what I can do is the usual boring stuff: show some text messages
and emit sounds (must be luck that this wasnt ripped out too...).
All the cool stuff like create new e
It will not work.
You will get into a linker hell if you try. :(
Skyler York wrote:
Actually, this might be possible. The example plug-in simply doesn't
get the interface you want by default. Take a look at eiface.h for
IServerGameEnts. It contains an EdictToBaseEntity function you might
be able
I got it working, but it would be a pain, if they change
the class in the future. Better forget to try it...
Greets
Ronny
It will not work.
You will get into a linker hell if you try. :(
Skyler York wrote:
Actually, this might be possible. The example plug-in simply doesn't
get the interface you
Jay Stelly wrote:
You should let us know what data you are trying to access in your
plugins so we can add it to an interface and implement it in HL2DM &
CS:S.
That's easy. EVERYTHING! Every member variable of every class should
have an interface function to Get and Set it! :)
--
Jeffrey "botman"
I need :)
- Set/Get players origin
- Set/Get players velocity
- create, spawn + alter entities (models, sizes, etc)
- if user messages could change: add functions to get rid of
UserMessageBegin etc
- TakeDamage (+/-)
- weapon access
It would be nice if we had a place to add our wishes.
Greets
Ronny
Ronny's list looks like a good start to me, too.
-Don
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ronny Schedel
Sent: Thursday, December 09, 2004 2:28 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Using c_baseplayer in a server plugin
I
The whole metamod functionality would be a good beginning.
Greets
Ronny
Jay Stelly wrote:
You should let us know what data you are trying to access in your
plugins so we can add it to an interface and implement it in HL2DM &
CS:S.
That's easy. EVERYTHING! Every member variable of every class sho
Well heh, not necessarily everything, but a nice start would be a
basic interface for the common objects a plug-in would need access to
- entities, players, weapons, etc. Obviously what we consider
"common" is subjective but I think we can all agree on entities and
players for starters. Things th
Jeffrey "botman" Broome wrote:
Jay Stelly wrote:
You should let us know what data you are trying to access in your
plugins so we can add it to an interface and implement it in HL2DM &
CS:S.
That's easy. EVERYTHING! Every member variable of every class should
have an interface function to Get and
Everything that botman just said is needed A LOT
Also, being able to send messages to clients that create effects, such as
messages that were in the const.h in HL1. I see these exist in the te_*.cpp
files, but it's not possible for us to use.
It just seems like our capabilities are SEVERLY l
to launch ( a year ago for that matter)
but things just didn't work out that way.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Josh
Sent: Thursday, December 09, 2004 7:57 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Using c_baseplayer in
riginal Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Napier, Kevin
Sent: Thursday, December 09, 2004 10:26 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Using c_baseplayer in a server plugin
Josh,
Give it time, seems like the current release(s) are still quite a w
Possibly with generic methods so the interface does cover mod specific
properties.
Something in the lines of SetInt(char *propertieName, int value) and so
on...
On Thu, 2004-12-09 at 16:24 -0600, Jeffrey "botman" Broome wrote:
> Jay Stelly wrote:
> >
> > You should let us know what data you are
--- "Jeffrey \"botman\" Broome"
<[EMAIL PROTECTED]> wrote:
> But you shouldn't actually be accessing these at
> all since MOD authors
> can change the CBaseEntity, CBasePlayer, etc.
> classes and add/remove
> member variables or functions without your
> knowledge. You will assume
> you know what
Nicholas Rhead wrote:
But shouldn't the mod authors be extended those
classes rather than modifying them directly? And if
they do that will just mean we would have to recode
our server plugins.
If you expose code to MOD authors, you can bet that some of them will
change it.
Gooseman should have use
Jeffrey \"botman\" Broome wrote:
>
> Gooseman should have used the entvars_t 'team' variable for teams in
> Counter-Strike, but he didn't do this. Instead he decided to add the
> team to the CBasePlayer class (I presume), making it inaccessible to
> metamod plugin authors.
>
> Just because coders
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