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 > > > > > _______________________________________________ > 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

