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[ Picked text/plain from multipart/alternative ]
Events report that something has happened. They don't cause it to happen.
You can't kill someone by firing a "player_death" event, or caue chat to
happen by firing a "player_chat" event.

You're in luck. If you want to send player chat, you'll have to use
engine->UserMessageBegin(), write your data to the bf_write* it returns, and
then send it with engine->MessageEnd().

You can look up the message ID with GetUserMessageInfo() from the ServerDLL
interface. Be warned that there is a bug with that interface that will cause
it to crash if you give it an index higher than is available in the mod
running your plugin.

Hope that helps.

Grant
(L. Duke)


On 4/7/06, Paul Kirby <[EMAIL PROTECTED]> wrote:
>
> Hello All
>
> I am trying to fire an event within a Source Server Plug-in.
>
> In GameEvents.res there is the following:
>
> "player_chat"                   // a public player chat
> {
>   "teamonly"    "bool"          // true if team only chat
>   "userid"      "short"         // chatting player
>   "text"        "string"        // chat text
> }
>
> [code]
> CON_COMMAND_F( say_new, "Test, Console say.", FCVAR_GAMEDLL)
> {
>   KeyValues * force_event;
>   force_event = new KeyValues( "player_chat" );
>   force_event->SetInt("teamonly", true );
> /* Using 0 for userid so that it says its from the console */
>   force_event->SetInt("userid", 0 );
>   force_event->SetString("text","Blah blah blah");
>   gameeventmanager->FireEvent( force_event );
> }
> [end of code]
>
> This don't seem to want to work.
>
> Please don't say try using Source: Metamod ,due to I don't want it to use
> that.
>
> I gather that I am correct in using FireEvents(), or am I suppose to use
> FireEventClientOnly() or FireEventServerOnly() ?
>
> I want all players to see this message, and it has to be a chat message.
>
> Thanks in advance
>
> Paul
>
>
>
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