Another phantom e-mail (Tony's) that I never received. :-s Where do they go?
I've worked out how to add to the UserCmd now, so I'll stick with that
as it's less traffic. The only oddity is that I have keep the sending
the data over until I've had confirmation that the slot has been cleared
serverside, else for some reason the command doesn't always get through.
I end up sending the slot integer in around ten usercmds - many more if
I use fakelag.
Perhaps one possible cause is that the function I'm using, CreateMove(),
is called more often than usercmds are sent?
Jamie Femia wrote:
> I use the ClientCmd method for many of my systems, including inventory, and
> it works perfectly.
>
> On Wed, Apr 2, 2008 at 11:11 AM, Tony omega Sergi <[EMAIL PROTECTED]>
> wrote:
>
>
>> and why can't you pass the slot with a command?
>>
>> engine->ClientCmd( VarArgs("useitem %i", slot) );
>>
>> now in the command on the server, int slot = atoi(args[1]);
>>
>>
>> On Wed, Apr 2, 2008 at 5:52 AM, Tom Edwards <[EMAIL PROTECTED]>
>> wrote:
>>
>>
>>> The problem with both of those options is that I can't send the
>>> inventory slot to work on with them, and for the same reason neither can
>>> I check on the client whether the command should be sent in the first
>>> place.
>>>
>>> con_command_f is good enough for testing with (so thanks!), but I really
>>> need to modify the usercmd.
>>>
>>> Tony "omega" Sergi wrote:
>>>
>>>> You could also simply just use an impulse - and add an entry into the
>>>> impulse switch statement (or add a custom one that gets checked first,
>>>>
>>> and
>>>
>>>> then falls through to cbaseplayer)
>>>>
>>>> And for filtering a command to a specific player - if it's not just a
>>>> command through the player, or rules; (ie: CON_COMMAND(blah..) )
>>>> CON_COMMAND_F( useitem, "use an inventory item", 0 )
>>>> {
>>>> CModPlayer *pPlayer = ToModPlayer( UTIL_GetCommandClient() );
>>>> if ( pPlayer )
>>>> {
>>>> //check args here for what item it is and voila.
>>>> }
>>>> }
>>>>
>>>> -Tony
>>>> On Tue, Apr 1, 2008 at 3:16 PM, Tom Edwards <[EMAIL PROTECTED]>
>>>> wrote:
>>>>
>>>>
>>>>
>>>>> I'm adding a command to use an inventory item. The button won't ever
>>>>> need to be held down.
>>>>>
>>>>> By actual command triggered from a bind, I take it you mean a server
>>>>> concommand? How do I filter that to only the command-ing player?
>>>>>
>>>>>
>>>>> Jeremy wrote:
>>>>>
>>>>>
>>>>>> Generally you shouldn't need to add new stuff to the user command.
>>>>>>
>>>>>>
>>>>> Depends
>>>>>
>>>>>
>>>>>> what you're trying to send. There are other ways that are better for
>>>>>>
>>>>>>
>>>>> most
>>>>>
>>>>>
>>>>>> cases, such as actual commands triggered from binds and such.
>>>>>>
>>>>>> On Tue, Apr 1, 2008 at 11:30 AM, Tony omega Sergi <
>>>>>>
>> [EMAIL PROTECTED]
>>
>>>>>> wrote:
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>>> Just stuff the data in in_main.cpp wheRE usercmd gets copied over.
>>>>>>>
>>> i'm
>>>
>>>>>>> on my cell so no code infront of me to tell you the exact function
>>>>>>>
>>> lol
>>>
>>>>>>> On 4/1/08, Tom Edwards <[EMAIL PROTECTED]> wrote:
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>> I've worked out that user commands are transmitted with CUserCmd
>>>>>>>>
>> and
>>
>>>>>>>> processed on the server with CPlayerMove, but how to access
>>>>>>>>
>> CUserCmd
>>
>>>>> on
>>>>>
>>>>>
>>>>>>>> the client and pass it values is beyond me. Can anyone advise?
>>>>>>>>
>>>>>>>>
>>>>>>>> ________
>>>>>>>>
>>>>>>>>
>>>> _______________________________________________
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>>>>
>>> please visit:
>>>
>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>>>
>>> _______________________________________________
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>>> please visit:
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>>>
>>>
>>>
>> --
>> -omega
>> _______________________________________________
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>> please visit:
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>>
>>
>>
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