-- [ Picked text/plain from multipart/alternative ] Well keep bitching and nothing will get done.
Or create plugins for other games, vote with your feet which is much more effective than "im gonna complain whenever a plugin topic comes up on the mailing list" On 3/3/06, LDuke <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > Thank you Jay. That answers my original question of whether it's possible, > which is what I came here to find out. > > Grant > (L. Duke) > > > On 3/2/06, Jay Stelly <[EMAIL PROTECTED]> wrote: > > > > > -- > > > [ Picked text/plain from multipart/alternative ] I'm actually > > > creating a server plugin. It needs to allow people to edit > > > settings/info while in game and not require developer mode to > > > be on. Entity overlay text would have been perfect. > > > > > I was just hoping there was some way I was missing to set a > > > recipient filter for the debug overlays so everyone could see them. > > > > Debug overlays are only implemented to the level of being a debugging > > tool on a single machine. They have no networking whatsoever - just a > > table stored in the engine that is accessed by the client and the server > > code on the same machine. > > > > Jay > > > > _______________________________________________ > > 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

