I would think that the game event system is to prevent massive wear on system 
resources by
providing information that would have to be otherwise re-digested by writing 
one's own
GameFrame code.

The event system is certainly easier, but I think the main focus is the fact 
that using game events
allows several plugins to be loaded simultaneously and use the same resources 
as maybe one
plugin without such a system. While the event system is certainly easier to 
use, I think that it's
existance is tailored more towards efficiency of server plugins overall.

That being said, there are obviously many needs from the plugin development 
community as far
as events go. The most important events needed being those which have some 
general use to
the community --and-- would require intensive computation to find the 
information otherwise.

For example, whatever the usefuleness, I can say that it would be extremely 
taxing on the server
to extract player_footsteps from anywhere other than the main dll. On the other 
hand, while
game_commence might make life easier, it doesn't significantly change the 
workload on the
server to include such.

Valve obviously being pressed, as time is money goes, I would prefer to only 
ask for events that
are useful for whatever situation -and- cannot be handled efficiently. The 
likeliness of them
including such over events more related to "creature-comfort" is obviously 
higher. On top of that,
bogging a developer down with less demanding requests, as I have experienced 
many a time,
tends to cause everything to get tossed up in the wind. I certainly don't want 
that.

-- Roy "Kylratix" Laurie
HalfLifeTwoDev (http://www.hl2dev.com)



On 14 Mar 2005 at 23:44, Ronny Schedel wrote:

> Come on, how is the game event system for? There
> are "very helpful" player_footsteps, but not round_restart
> and game_commencing. We had these events in 1.6.
> I dont need any workaround ideas, I need the events.
>
> Greets
> Ronny
>
>
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Content-description: Mail message body
> >
> > The code to figure out whether it's a "game commence" round or not isn't
> > that
> > resource intensive.
> >
> > A bit flag set in LevelInit and reset depending on number of players (by
> > cycling
> > though edicts at max of globals->maxClients) on round_start is all you
> > need.
> >
> > -- Roy "Kylratix" Laurie
> > HalfLifeTwoDev (http://www.hl2dev.com/)
> >
> >
> > On 14 Mar 2005 at 20:58, Ronny Schedel wrote:
> >
> >> round_start is every round, pretty useless.
> >>
> >> Greets
> >> Ronny
> >>
> >>
> >> > Ronny,
> >> >
> >> > Have you tried (from gameevents.res) "round_start"?
> >> >
> >> > -- Roy "Kylratix" Laurie
> >> > HalfLifeTwoDev (http://www.hl2dev.com/)
> >> >
> >> >
> >> > On 14 Mar 2005 at 18:14, Ronny Schedel wrote:
> >> >
> >> >> Some more events would be nice for CS:S:
> >> >>
> >> >> round restart
> >> >> game commencing
> >> >>
> >> >> Greets
> >> >> Ronny
> >> >>
> >> >>
> >> >> > --
> >> >> > [ Picked text/plain from multipart/alternative ]
> >> >> > Content-description: Mail message body
> >> >> >
> >> >> > Excellent. Thank you.
> >> >> >
> >> >> > Hopefully it will be the former, if not just for posterity. That and
> >> >> > the
> >> >> > workaround is
> >> >> > somewhat resource intensive compared to the alternative.
> >> >> >
> >> >> > On a similar topic, there is the a lack of a "bomb_begin_plant" and
> >> >> > a
> >> >> > "hostage_stops_following". These events are, again, a matter of
> >> >> > posterity.
> >> >> >
> >> >> > Current events include bomb explosion, bomb beginning defuse (which
> >> >> > is
> >> >> > nice), and
> >> >> > abortion of defuse. The defusing events are excellent and I'd like
> >> >> > to
> >> >> > see
> >> >> > its likeness
> >> >> > for the Terrorist act of planting.
> >> >> >
> >> >> > "hostage_follows" makes a lot of interesting things possible on cs_
> >> >> > maps.
> >> >> > Unfortunately, unless the hostage dies or is rescued, the plugin has
> >> >> > no
> >> >> > efficient
> >> >> > means of learning if the hostage stopped following for some other
> >> >> > reason.
> >> >> > This
> >> >> > negates the usefulness of hostage_follows, since we can not truly
> >> >> > tell
> >> >> > if
> >> >> > it's following
> >> >> > at any given time or not without an extensive and heavily resource
> >> >> > intensive
> >> >> > workaround, which I have not been able to devise at the moment.
> >> >> >
> >> >> > Thanks again, Alfred.
> >> >> >
> >> >> > -- Roy "Kylratix" Laurie
> >> >> > HalfLifeTwoDev (http://www.hl2dev.com/)
> >> >> >
> >> >> >
> >> >> > On 14 Mar 2005 at 0:40, Alfred Reynolds wrote:
> >> >> >
> >> >> >> The code doesn't set anything but the userid parameter to a useful
> >> >> >> value
> >> >> >> right now. I have passed on the problem and they will look into
> >> >> >> either
> >> >> >> updating the code or amending the description.
> >> >> >>
> >> >> >> - Alfred
> >> >> >>
> >> >> >> -----Original Message-----
> >> >> >> From: [EMAIL PROTECTED]
> >> >> >> [mailto:[EMAIL PROTECTED] On Behalf Of Roy
> >> >> >> Laurie
> >> >> >> Sent: Sunday, March 13, 2005 11:07 AM
> >> >> >> To: [email protected]
> >> >> >> Subject: [hlcoders] BUG? Server Plugins => FireGameEvent =>
> >> >> >> hostage_rescued
> >> >> >>
> >> >> >> --
> >> >> >> [ Picked text/plain from multipart/alternative ]
> >> >> >> Content-description: Mail message body
> >> >> >>
> >> >> >> Snippet from my SRCDS's modevent.res for CS:S:
> >> >> >>
> >> >> >> "hostage_rescued"
> >> >> >> {
> >> >> >>   "userid"  "short" // player who rescued the
> >> >> >> hostage
> >> >> >>   "hostage" "short" // hostage entity index
> >> >> >>   "site"    "short" // rescue site index
> >> >> >> }
> >> >> >>
> >> >> >>
> >> >> >> My plugin has been showing, to my dismay, that the hostage index
> >> >> >> constantly returns as 0. Not very helpful at all.
> >> >> >>
> >> >> >> It does work, however, with hostage_killed.
> >> >> >>
> >> >> >>
> >> >> >> -- Roy "Kylratix" Laurie
> >> >> >> HalfLifeTwoDev (http://www.hl2dev.com/)
> >> >> >>
> >> >> >> Sincerely,
> >> >> >>  Roy Laurie
> >> >> >> --
> >> >> >>
> >> >> >> _______________________________________________
> >> >> >> 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
> >> >
> >>
> >>
> >> _______________________________________________
> >> 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
> >
>
>
> _______________________________________________
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> visit:
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>
>



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