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Yeah, Metamod: Source was meant to simplify the process of making HL2
Server mods, the only disadvantage is that Metamod: Source has to be on
your server at the same time, hopefully that won't be a problem. Also,
there's a developer forum at http://www.sourcemod.net/forums/ the people
can help you with your problem if one is encountered.
LDuke wrote:
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>Write your plugin as a metamod:source plugin (www.sourcemm.net) and hook the
>say and team_say commands. You'll need to hook any function that you're
>trying to block if you handle it instead of the engine. SourceMM makes it
>easy, since it handles the hook for you. It also manages hooks from other
>plugins so they don't interfere with each other.
>
>For example, on load get the pointer to the say command and declare your
>hook:
>
>SH_ADD_HOOK_MEMFUNC(ConCommand, Dispatch, pSayCmd, &g_MyPlugin,
>&MyPlugin::Say_handler, false);
>
>Then your function would look like this:
>
>void MyPlugin::Say_handler()
>{
> if (FStrEq(m_Engine->Cmd_Argv(1), "mysaycommand"))
> {
> // run my code
> RETURN_META(MRES_SUPERCEDE);
> }
> RETURN_META(MRES_IGNORED);
>}
>
>You have a lot more power/options if you make use metamod:source. Check out
>the coding section of their forums for help.
>
>
>
>On 4/1/06, Paul Kirby <[EMAIL PROTECTED]> wrote:
>
>
>>Well what I want it to do is, when the server gets a player_say event from
>>any player, and (key "text")(i.e text they send using say or team_say) = a
>>set string value, I then want that event to be removed before it gets to
>>any
>>player.
>>
>>Its basically a filter for say and team_say.
>>
>>If removing the event isn't possible then editing/updating an event before
>>any player gets it, should do.
>>
>>Sorry if I am not explaining this right.
>>
>>Thanks in advance
>>
>>Paul
>>
>>
>>
>>>-----Original Message-----
>>>From: [EMAIL PROTECTED]
>>>[mailto:[EMAIL PROTECTED] On Behalf Of Rob Lach
>>>Sent: 01 April 2006 23:14
>>>To: [email protected]
>>>Subject: Re: [hlcoders] Remove event "player_say" (Source
>>>Server Plugin)
>>>
>>>--
>>>[ Picked text/plain from multipart/alternative ] who do you
>>>want the event to reach?
>>>
>>>On 4/1/06, Paul Kirby <[EMAIL PROTECTED]> wrote:
>>>
>>>
>>>>Hello All
>>>>
>>>>Just a quick question...
>>>>
>>>>I can retrieve the "player_say" event using the following:
>>>>
>>>>void CEmptyServerPlugin::FireGameEvent( KeyValues * event ) {
>>>> const char * name = event->GetName();
>>>> Msg( "CEmptyServerPlugin::FireGameEvent: Got event
>>>>
>>>>
>>>\"%s\"\n", name );
>>>
>>>
>>>> if (FStrEq(name,"player_say"))
>>>> {
>>>> Msg("ALERT(GetString): UserID(%d) said: %s = %s\n"
>>>> ,event->GetInt("userid",0)
>>>> ,name
>>>> ,event->GetString("text","(*not defined*)")
>>>> );
>>>>
>>>> if(FStrEq(event->GetString("text","(*not
>>>>
>>>>
>>>defined*)"),"filtered_word"))
>>>
>>>
>>>> {
>>>> /* Code to remove event */
>>>> }
>>>> }
>>>>}
>>>>
>>>>But how do I remove the "player_say" event from reaching the other
>>>>players?
>>>>
>>>>Thanks in advance.
>>>>
>>>>Paul
>>>>
>>>>
>>>>
>>>>_______________________________________________
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>>>>
>>>>
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>>>
>>>
>>>>please visit:
>>>>http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>>>
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>>>
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>>>
>>>
>>>
>>
>>_______________________________________________
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>>please visit:
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>>
>>
>>
>>
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>
>
>
>
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