-- [ Picked text/plain from multipart/alternative ] I use debug on a listenserver all the time. You just can't start the game using Steam because it overwrites gameinfo.txt.
On 4/2/06, Aaron Schiff <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > Isn't it true that Metamod: Source doesn't work on listenservers? since > you > have to modify gameinfo and all that stuff... > > On 4/2/06, Stephen Swires <[EMAIL PROTECTED]> wrote: > > > > This is a multi-part message in MIME format. > > -- > > [ Picked text/plain from multipart/alternative ] > > 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: > > > > >-- > > >[ Picked text/plain from multipart/alternative ] > > >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 > > >>>> > > >>>> > > >>>> > > >>>>_______________________________________________ > > >>>>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 > > > > > > > -- > ts2do > -- > > _______________________________________________ > 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

