--
[ Picked text/plain from multipart/alternative ]
My point was that that is going to be the only way.  Not only has Valve made
it clear that mod-specific API items won't be provided, they've removed as
much as possible the functionality of plugins.

As an example, remember the SpawnEntityByName function (from June 2005)?
That function has long been removed from the codebase.  - Alfred
Spawning entities into a map from a plugin is not supported.  - Alfred
We are more concerned with giving people consistent gameplay rather than
any specific cheat problem. You would be amazed at the number of people
that get confused (i.e email us complaining) when joining a HL1 based
server with some of the noisier mods (I am looking at the warcraft3
superhero mod here...). - Alfred

Or another example, the HudMsg that allows you to print text anywhere on the
screen?  The font definition was intentionally removed from
ClientSchemes.res to prevent plugins from using HudMsg.

I'm 95% certain they won't add that. Properly done, signature scans don't
break that often.  I haven't had to find a new signature for CSS in a long
time.  Usually when one of mine is invalid it's because I've missed a wild
card flag.







On Fri, Feb 29, 2008 at 1:12 PM, Saul Rennison <[EMAIL PROTECTED]>
wrote:

> The problem is, LDuke, Mattie doesn't want to add hacks and signature
> scans to EventScripts (or whatever he wants it for), as it can break
> pretty easily with an update or maybe throughout mods. Especially ones
> that change the core.
>
> LDuke wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > That's what I've done...sig scan for the event queue and some of the
> > overloads of AddEvent.  With CreateNamedEntity, KeyValues, and AddEvent,
> you
> > can do some cool stuff.  For example, I have a trip mine setup that
> works
> > completely based on those three things without need for the plugin to
> > monitor players and see which player's tripmine killed which player.
> >
> > It would be nice to have access to those things via plugins without
> hacking,
> > but so far we haven't seen much in the way of access to mod-specific
> > functions.
> >
> >
>
--

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