[hlcoders] Player HULL vs HIT BOXES
-- [ Picked text/plain from multipart/alternative ] I changed the player hull and view to very low and now it seems like I cant hit the model over that hull (projectiles go right through) even though that the hitboxes cover the whole model (custom model). - Nic2 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Code File Structure
Greetings, I apologize in advance for this newbie question, but I cannot seem to find this information anywhere. With all of these files provided for the source engine where can one find an explanation for each of the files and the functions provided in the files? Does one not need this to mod? Thanks! Kenny ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Code File Structure
-- [ Picked text/plain from multipart/alternative ] which files are you referring to specifically? On 1/10/07, Kenneth Arcieri [EMAIL PROTECTED] wrote: Greetings, I apologize in advance for this newbie question, but I cannot seem to find this information anywhere. With all of these files provided for the source engine where can one find an explanation for each of the files and the functions provided in the files? Does one not need this to mod? Thanks! Kenny ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -omega -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Code File Structure
In general, there isn't a magic webpage or manual that says things like If you want to mod the crossbow, its source files are x.cpp, y.cpp, and z.h As you spend time with the code, though, you'll eventually develop some kind of intuition about where files/functionality are probably located. Visual Studio also has a lot of nice features (Go to definition, Go to declaration, etc.) that can make navigating the source easier. Good luck, Nate On 10/01/07, Tony omega Sergi [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] which files are you referring to specifically? On 1/10/07, Kenneth Arcieri [EMAIL PROTECTED] wrote: Greetings, I apologize in advance for this newbie question, but I cannot seem to find this information anywhere. With all of these files provided for the source engine where can one find an explanation for each of the files and the functions provided in the files? Does one not need this to mod? Thanks! Kenny ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -omega -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Code File Structure
-- [ Picked text/plain from multipart/alternative ] You've probably already done this, but be sure to check the wiki: http://developer.valvesoftware.com/wiki/SDK_Docs Sometimes specific functions are explained (i.e. http://developer.valvesoftware.com/wiki/ShellExecute). Also search forums, these 2 are my favorites: http://www.chatbear.com/board.plm?a=boardlistingb=4986 http://www.hl2coding.com/forums/index.php On 1/10/07, Nate Nichols [EMAIL PROTECTED] wrote: In general, there isn't a magic webpage or manual that says things like If you want to mod the crossbow, its source files are x.cpp, y.cpp, and z.h As you spend time with the code, though, you'll eventually develop some kind of intuition about where files/functionality are probably located. Visual Studio also has a lot of nice features (Go to definition, Go to declaration, etc.) that can make navigating the source easier. Good luck, Nate On 10/01/07, Tony omega Sergi [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] which files are you referring to specifically? On 1/10/07, Kenneth Arcieri [EMAIL PROTECTED] wrote: Greetings, I apologize in advance for this newbie question, but I cannot seem to find this information anywhere. With all of these files provided for the source engine where can one find an explanation for each of the files and the functions provided in the files? Does one not need this to mod? Thanks! Kenny ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -omega -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Code File Structure
On Wednesday 10 January 2007 10:39 am, Nate Nichols wrote: In general, there isn't a magic webpage or manual that says things like If you want to mod the crossbow, its source files are x.cpp, y.cpp, and z.h As you spend time with the code, though, you'll eventually develop some kind of intuition about where files/functionality are probably located. Visual Studio also has a lot of nice features (Go to definition, Go to declaration, etc.) that can make navigating the source easier. In my experience, nothing beat experience. -John Sheu ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Code File Structure
On 1/10/07, John Sheu [EMAIL PROTECTED] wrote: On Wednesday 10 January 2007 10:39 am, Nate Nichols wrote: In general, there isn't a magic webpage or manual that says things like If you want to mod the crossbow, its source files are x.cpp, y.cpp, and z.h As you spend time with the code, though, you'll eventually develop some kind of intuition about where files/functionality are probably located. Visual Studio also has a lot of nice features (Go to definition, Go to declaration, etc.) that can make navigating the source easier. In my experience, nothing beat experience. -John Sheu I agree with the experience comment. I guess it is just a little overwhelming to open up the source code directory and have 15 directories that naming structure isn't well done. Maybe I'm wrong, but I find it confusing. -Kenneth Arcieri ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Player HULL vs HIT BOXES
I believe any hitbox that lies outside of the player's hull cannot be hit. I am pretty sure you must keep your hitboxes inside of the hull. So you cannot make your hull too small or else the traceline will not detect the hitbox. - Original Message - From: Niclas [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Wednesday, January 10, 2007 2:44 AM Subject: [hlcoders] Player HULL vs HIT BOXES -- [ Picked text/plain from multipart/alternative ] I changed the player hull and view to very low and now it seems like I cant hit the model over that hull (projectiles go right through) even though that the hitboxes cover the whole model (custom model). - Nic2 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Player HULL vs HIT BOXES
Hitboxes are only tested when the ray/box trace intersects the surrounding bounds of the entity. For players the surrounding bounds are simply the collision hull in world space. In your case that won't work so you'll need to modify the surrounding bounds. I just wrote a page on the wiki that should answer your question: http://developer.valvesoftware.com/wiki/CollisionProperty Jay -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Minh Sent: Wednesday, January 10, 2007 11:01 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Player HULL vs HIT BOXES I believe any hitbox that lies outside of the player's hull cannot be hit. I am pretty sure you must keep your hitboxes inside of the hull. So you cannot make your hull too small or else the traceline will not detect the hitbox. - Original Message - From: Niclas [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Wednesday, January 10, 2007 2:44 AM Subject: [hlcoders] Player HULL vs HIT BOXES -- [ Picked text/plain from multipart/alternative ] I changed the player hull and view to very low and now it seems like I cant hit the model over that hull (projectiles go right through) even though that the hitboxes cover the whole model (custom model). - Nic2 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Code File Structure
Hard work and determination beats experience hands down. On 1/10/07, John Sheu [EMAIL PROTECTED] wrote: On Wednesday 10 January 2007 10:39 am, Nate Nichols wrote: In general, there isn't a magic webpage or manual that says things like If you want to mod the crossbow, its source files are x.cpp, y.cpp, and z.h As you spend time with the code, though, you'll eventually develop some kind of intuition about where files/functionality are probably located. Visual Studio also has a lot of nice features (Go to definition, Go to declaration, etc.) that can make navigating the source easier. In my experience, nothing beat experience. -John Sheu ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Code File Structure
On Wednesday 10 January 2007 1:57 pm, Nick wrote: Hard work and determination beats experience hands down. Well, generally, hard work and determination lead to experience... -John Sheu ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Compiling Source SDK with MinGW
-- [ Picked text/plain from multipart/alternative ] Not the ideal alternative, but I guess I might have to use it. Can I still build the sdk from the command line with this Express version? I really detest the IDE itself. Thanks, Sunblaze On 1/9/07, Jed [EMAIL PROTECTED] wrote: Use the free Visual Studio Express 2005 if you want a cost free way of compiling. Assuming thats why your using MINGW - Jed On 10/01/07, James Smith [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Thanks for the quick reply. Hmm. So what's the alternative? Write the client and server dll's from scratch? Can that even be done? On 1/9/07, Jeffrey botman Broome [EMAIL PROTECTED] wrote: James Smith wrote: -- [ Picked text/plain from multipart/alternative ] I've been playing around with the source sdk and have been trying to compile it with MinGW and MSYS. Most of the compile errors I encounter are from the pre-processor directives identifying that _WIN32 must mean I'm compiling with an MS compiler, which I have to modify and add a smarter check to. Although I think those problems are just the tip of the iceberg. So I was wondering if other's have looked into building a release that's a bit more compatible MinGW and other alternative compilers and ultimately(IDEs). I'm pretty new to the scene so I don't know if I'm asking a question other's have already answered or not. You will have more problems during linking than you did during compiling. The compiled game code that you create must link against libraries that you don't have the source code to (for example the VGUI2 library). These libraries use Microsoft C++ name mangling for exporting function names and unfortunetly, this name mangling isn't compatible with any other compiler/linker. You can not convert the MSVC libraries easily to COFF format (or any other linker format) without having access to the source code to rebuild the libraries. Even if you can get everything to compile, you won't be able to link everything to generate the final DLL(s). Good luck! :) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Linux DS Build problem
Just tacking onto this thread... compiling my mod on linux and attempting to run it causes a seg fault. When attaching GDB and doing a stack trace I get the following: #0 0x in ?? () #1 0x02bf94b3 in CModAppSystemGroup::Create () from bin/engine_i686.so #2 0x02cfaeaf in CAppSystemGroup::Run () from bin/engine_i686.so #3 0x02bf9e1f in CDedicatedServerAPI::ModInit () from bin/engine_i686.so #4 0x0028328a in CDedicatedAppSystemGroup::Main () from bin/dedicated_i686.so #5 0x002b0dc3 in CAppSystemGroup::Run () from bin/dedicated_i686.so #6 0x002b0dc3 in CAppSystemGroup::Run () from bin/dedicated_i686.so #7 0x00283668 in main () from bin/dedicated_i686.so #8 0x0804909e in main () Any clues? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of LDuke Sent: Sunday, January 07, 2007 8:35 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Linux DS Build problem -- [ Picked text/plain from multipart/alternative ] I downloaded one of the fedora images from http://www.thoughtpolice.co.uk/vmware/ and used yum to install a couple other items I needed. Was really quick and painless. On 1/7/07, Sylvain Rochette [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] The idea is good, the only problem is my image is 20GB, so its a little to much. But i can show some link about tutorial how to setup it if poeples are interested. First you need Linux Slackware 11! Download the dvd image (3 GB) http://www.slackware.com/getslack/torrents.php http://www.slackware.com/torrents/slackware-11.0-install-dvd.torrent I used bittorrent, the 3 GB taked 3-4 hours to get Installing Slackware 11 over VMWare (you need VMWare) http://howtoforge.org/slackware11_vmware_windows_xp Then you need to install VMWare Tools to speedup the graphic and mouse driver http://www.vmware.com/support/ws4/doc/new_guest_tools_ws.html but read this first http://www.linuxforums.org/forum/slackware-linux-help/21451-vmware-install-r c0-d-rc6-d-problem.html Installing srcds_l http://forums.srcds.com/viewtopic/1139 The only remaining thing is to install Xerces http://xml.apache.org/xerces-c/download.cgi Before executing the makefile you need to mount a drive over source sdk where the real source is using samba and add env var mount -t smbfs -o username=xxx,password=xxx //xp_computer_name/shared_network_drive_on_src /mnt export LD_LIBRARY_PATH=.:/bin:./bin ldconfig So what i have done is i have added another section in the makefile that do the job for you. At the makefile end after the check: ... add config: and add the 3 lines (mount, export, ldconfig) Before you compile the mod, just call make config then make You also need to configurate your linux makefile using the correct path With this linux version (Slackware11) GCC are already fine, so you dont need to worry about the version to use. And over windows XP its very fast. Regards - Original Message - From: Benjamin Davison [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Sunday, January 07, 2007 9:28 AM Subject: Re: [hlcoders] Linux DS Build problem -- [ Picked text/plain from multipart/alternative ] Just throwing out an idea here, I think it would be good if there was just some vmware or VPC image that was already setup with all the perquisites and we could just drop the source code in a folder and it would be all ready togo. I would do this myself but I have no idea how to compile the SDK for linux :) On 1/6/07, Sylvain Rochette [EMAIL PROTECTED] wrote: Yeah Alfed helped me the last day, i finally installed a new linux version Slackware 11 with vmware on my xp and now everything work fine. - Original Message - From: [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com; hlcoders@list.valvesoftware.com Sent: Saturday, January 06, 2007 6:41 PM Subject: Re: [hlcoders] Linux DS Build problem I saw a vcpm crasher on an older version of linux that had an pre-requirements version of glibc in the lib path. It's probably something like that, if not that exact issue. See the SDK Linux wiki page. At 2007/01/05 01:42 PM, Sylvain Rochette wrote: Ok done, i downloaded the latest source from public/utils and builded vcpm. I still got the same error when building my mod make: *** [mod] Segmentation fault - Original Message - From: Alfred Reynolds [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Friday, January 05, 2007 1:41 PM Subject: RE: [hlcoders] Linux DS Build problem Try rm ./vcpm make vcpm and then run your make again. Sylvain Rochette wrote: I having hard time to build the linux version of our mod. One year ago, the linux build was building fine, but we did not use the linux the last year (2006). With the big sdk update from the last summer, stuff
Re[2]: [hlcoders] Networking Entity, Client = Server Communication
-- [ Picked text/plain from multipart/alternative ] Thx for you answer Jonathan is was help full :-) I only have a last question. Is there a way to check if the client-side entity belongs to the server-side entity, because there are more, than one of this entity in a game. Is there something like an EntityID which is different for each instance, but equal for the client- and server- entity? Thx again Freddy :-) -- Best regards, Freddymailto:[EMAIL PROTECTED] Wednesday, January 10, 2007, 7:23:12 AM, you wrote: JM -- JM [ Picked text/plain from multipart/alternative ] JM Oh.. And to answer your first question, no, there is one entity on the JM server and one on each client. The clients entities are there as local JM copies of the server entity. JM On 1/10/07, Jonathan Murphy [EMAIL PROTECTED] wrote: When a client touches the trigger, send a message (using UserMessageBegin) to the client (using CSingleUserRecipientFilter). Sending data the other way (to the server) is only done through console commands (probably what you should use but I'll leave it to you to decide how) or modifying the players CUserCmd ( usercmd.h/.cpp). Both need to be moderated on the server to avoid exploitation though. Hope this has been somewhat helpful, GL. :) On 1/10/07, Freddy [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Hi all, I'm a long time reader but a first time writer, I know this was discussed many times before but I still have some questions. First of all I have a very basic question. If I have an Entity that has a server-side(CMyEntity) and client-side(C_CMyEntity) part. If there are more than one client connected to the game, how many Objekts exists from the server-side part? Only one CMyEntity on the server and on every Client a C_CMyEntity? Or does for each client a C_CMyEntity and a CMyEntity exist? My situation in short is as follows, a player activates a trigger, the trigger fires on my server-entity, this has to send a message to the client-side of the entity, there it will do something and sends back a msg to the server-side entity, which fires an output. I think I'm pretty sure that a trigger can't fire on a client-side entity, that's why I have to catch it on the server-side. The next thing is that I only want to send a notice to the player who caused the firing of the trigger. I know I can get the C_BasedEntity pointer from the inputdata from the parameter of the Inputmethod. But I didn't found anything like GetEntityID, GetClientID or something that, that I could use to compare on the client-side to make sure that this msg is handled on the right client. Atm I'm using network variables, but I always have to check if the server has send something, so I would like to use a ClientCmd, but I don't know if every client will get this commend or even if there is a better way. I hope you can help me. Cheers Freddy -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Lead Programmer for Resistance and Liberation www.resistanceandliberation.com JM -- JM Lead Programmer for Resistance and Liberation JM www.resistanceandliberation.com JM -- JM ___ JM To unsubscribe, edit your list preferences, or view the list archives, please visit: JM http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Linux DS Build problem
[EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Friday, January 05, 2007 1:41 PM Subject: RE: [hlcoders] Linux DS Build problem Try rm ./vcpm make vcpm and then run your make again. Sylvain Rochette wrote: I having hard time to build the linux version of our mod. One year ago, the linux build was building fine, but we did not use the linux the last year (2006). With the big sdk update from the last summer, stuff probably changed. But i am not sure if its related to that (i think not) Here the error, i am not sure if its related to the parsing with hl_sdk or its because i really miss the compiler. But i did not change anything on this computer, the last time i open it (one year ago) was to compile the mod and was working fine. make if [ -z /usr/bin/gcc-3.4 ]; then echo Compiler not defined.; exit; fi if [ ! -d /home/srochette/srcds_l/ii/src/linux_ii];then mkdir /home/srochette/srcds_l/ii/src/linux_ii;fi cd /home/srochette/srcds_l/ii/src/linux_ii if [ ! -f tier0_i486.so ]; then ln -s ./bin/tier0_i486.so .; fi if [ ! -f vstdlib_i486.so ]; then ln -s ./bin/vstdlib_i486.so .; fi ./vcpm /mnt/ii_source/dlls/hl_sdk.vcproj make: *** [mod] Segmentation fault ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ NOD32 1971 (20070110) Information __ This message was checked by NOD32 antivirus system. http://www.eset.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: Re[2]: [hlcoders] Networking Entity, Client = Server Communication
-- [ Picked text/plain from multipart/alternative ] Yes, the entity index which you can retrieve by entindex() in CBaseEntity. On 1/11/07, Freddy [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Thx for you answer Jonathan is was help full :-) I only have a last question. Is there a way to check if the client-side entity belongs to the server-side entity, because there are more, than one of this entity in a game. Is there something like an EntityID which is different for each instance, but equal for the client- and server- entity? Thx again Freddy :-) -- Best regards, Freddymailto:[EMAIL PROTECTED] Wednesday, January 10, 2007, 7:23:12 AM, you wrote: JM -- JM [ Picked text/plain from multipart/alternative ] JM Oh.. And to answer your first question, no, there is one entity on the JM server and one on each client. The clients entities are there as local JM copies of the server entity. JM On 1/10/07, Jonathan Murphy [EMAIL PROTECTED] wrote: When a client touches the trigger, send a message (using UserMessageBegin) to the client (using CSingleUserRecipientFilter). Sending data the other way (to the server) is only done through console commands (probably what you should use but I'll leave it to you to decide how) or modifying the players CUserCmd ( usercmd.h/.cpp). Both need to be moderated on the server to avoid exploitation though. Hope this has been somewhat helpful, GL. :) On 1/10/07, Freddy [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Hi all, I'm a long time reader but a first time writer, I know this was discussed many times before but I still have some questions. First of all I have a very basic question. If I have an Entity that has a server-side(CMyEntity) and client-side(C_CMyEntity) part. If there are more than one client connected to the game, how many Objekts exists from the server-side part? Only one CMyEntity on the server and on every Client a C_CMyEntity? Or does for each client a C_CMyEntity and a CMyEntity exist? My situation in short is as follows, a player activates a trigger, the trigger fires on my server-entity, this has to send a message to the client-side of the entity, there it will do something and sends back a msg to the server-side entity, which fires an output. I think I'm pretty sure that a trigger can't fire on a client-side entity, that's why I have to catch it on the server-side. The next thing is that I only want to send a notice to the player who caused the firing of the trigger. I know I can get the C_BasedEntity pointer from the inputdata from the parameter of the Inputmethod. But I didn't found anything like GetEntityID, GetClientID or something that, that I could use to compare on the client-side to make sure that this msg is handled on the right client. Atm I'm using network variables, but I always have to check if the server has send something, so I would like to use a ClientCmd, but I don't know if every client will get this commend or even if there is a better way. I hope you can help me. Cheers Freddy -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Lead Programmer for Resistance and Liberation www.resistanceandliberation.com JM -- JM Lead Programmer for Resistance and Liberation JM www.resistanceandliberation.com JM -- JM ___ JM To unsubscribe, edit your list preferences, or view the list archives, please visit: JM http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Lead Programmer for Resistance and Liberation www.resistanceandliberation.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders