You could use an impulse command, or indeed use a client command handled by the server. Look at CBasePlayer::ClientCommand and CBasePlayer::ImpulseCommands
On May 4, 2009, at 1:44 AM, Steve Henderson <[email protected] > wrote: > This may be considered slightly hackish but here goes: > > Make a server side console command by adding this at the bottom of > your server class: > > static ConCommand > armar_set_model_transparency("armar_set_model_transparency" , > setModelTransparency, "Set the transparency for a model", 0); > > Then add a corresponding method in the same class: > > void setModelTransparency(void) { > > if(engine->Cmd_Argc() == 3){ > > char* model_name = engine->Cmd_Argv(1); > byte alpha = (byte) atoi(engine->Cmd_Argv(2)); > > if(strlen(model_name) > 0) { > //Msg("Trying to set the transparency on model %s to %d\n", > model_name, alpha); > CBaseEntity* aModel = > dynamic_cast<CBaseEntity*>(gEntList.FindEntityByName( NULL, > model_name)); > if(!aModel) { > Warning("Didn't find entity %s..can't set transparency > \n", model_name); > } else { > //Msg("Got the base entity\n"); > aModel->SetRenderMode(kRenderTransColor); > aModel->SetRenderColorA(alpha); > > } > > > } else { > Warning("Tried to set the transparency on a model with a > null string\n"); > } > } > } > > > Then, from the client call the server console command like this: > > char command[64]; > sprintf(command, "armar_set_model_transparency mymodel 255"); > engine->ClientCmd(command); > > Good Luck! > > Steve > > > On Mon, May 4, 2009 at 2:34 AM, Walter Gray <[email protected]> > wrote: >> Hey list, >> I'm trying to create a hammer output field for one of my entities, >> but I've run into a bit of a roadblock. >> The entity is used to control the playback of full screen movies, >> and networked so that the server side and thus hammer can be used to >> start or stop the movie while the client side is responsible for >> actually playing the video files. I want to have an output fire when >> the movie ends, but that would require that when the movie ends on >> the >> client side either because it finishes normally or the player stops >> it, >> data be transmitted from the client to the server. >> As I understand it, CNetworkVars only transmit from server to >> client, so the only way I can think of right now would be to encode >> the >> information in the key press info (create an unbound IN_MOVIEENDED >> button). Is there a better, non-hacky way to go about this? >> >> _______________________________________________ >> 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

