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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
> --
>
> _______________________________________________
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> please visit:
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>
>
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