Here's a few suggestions following my thought process. I've never done
this myself, so these may or may not be helpful.

1.) When a new *player* enters the game, the gamerules' InitHUD function is
called, and this is generally where the player is updated on scoring/etc
information. This is usually done via a call to CHalfLifeMultiplay ::
InitHUD, where all the work is done & messages are sent.

2.) We want to adapt that system to send this information to the spectator
clients, but the server does NOT have a direct connection to any of them.
Instead, the server is connect to the HLTV Proxy, which in turn keeps all
the spectators updated on the data.

3.) The only way to send messages to the HLTV Proxy is by using the MSG_SPEC
message. This message type ONLY allows you to send director-style messages
which help the Proxy to keep the camera focused on important events. There
doesn't seem to be any way to send normal messages to the Proxy itself
directly. Obviously, these messages eventually make it to the proxy or it
wouldn't work, but that's beyond our control.

4.) We can't access the HLTV Proxy source, therefore we can't modify it to
send the spectators this information.

    Hmph. I've also looked through ClientPutInServer which looked promising
due to its mention in the documentation with the SDK, but it seems it's only
called for the spectator proxy. I know the effect you're talking about
though - all my Counter-Strike demos from lan parties list everyone on the
spectator team until a new round starts; then they become listed on the
right teams.
    Well, I don't really see a solution to your problem. I mean, sheesh, if
even a mod like *Counter-Strike* doesn't have it fixed, then I doubt it's
really high on the list of things to fix. I think your only recourse here is
to roar out the customary warcry in the face of defeat...

"VVVVAAAALLLLVVVVEEEE!!!!"

- Varlock

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