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You need pEdict for bots. The server needs to know who the command 'came
from'

On 1/21/06, Adam amckern Mckern <[EMAIL PROTECTED]> wrote:
>
> In my experince, you dont need to add pEdict - you
> just use the convar and its value
>
> clientcmd - client - i think you get an error if you
> dont use that
> enginecommand - server - same as above
>
> If you are going to be usein scripting like this read
> up, and check out the default values, and what you are
> trying to do.
>
> engine->clientcmd("sv_cheats 1\n");
> engine->clientcmd("play my_sound.mp3\n");
>
> engine->servercommand("mat_hdr_bloom 1\n");
>
> Those are examples - dont forget the \n or the command
> wont work - the \n is to tell the engine to press
> enter
>
> Adam
>
> --- Jeremy Swigart <[EMAIL PROTECTED]> wrote:
>
> > --
> > [ Picked text/plain from multipart/alternative ]
> > I'm working on bots for a HL2 mod, and I'm having
> > trouble getting them to be
> > able to execute commands as if they typed it into
> > their console. I was under
> > the impression that engine->ClientCommand(pEdict,
> > "blah"); would do the
> > trick for the bots, but upon executing this nothing
> > happens. When myself as
> > a player executes the same command it properly comes
> > into
> > CServerGameClients::ClientCommand, which is the
> > highest entry point into the
> > game dll from the engine. Seems like it's being
> > eaten by the engine for some
> > reason. Anyone know how to do this properly? Both
> > engine->ClientCmd and
> > engine->ServerCmd don't take an edict or entity for
> > a specific client, so it
> > seems I can't use them for a bot.
> >
> > Anyone have any ideas?
> > --
> >
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>
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