This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I would imagine it did, though I haven't tried it myself. But like AMX Mod X and Metamod on HL1 always worked as they were supposed to on listen servers.
Aaron Schiff 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

