RE: [hlcoders] Requesting (again): ent_fire and ent_name APIs for Server Plugins?

2008-03-03 Thread Christopher Harris
On the subject of this I can sometimes find myself siding with Valve. There
are so many plugins for HL2 mods, without this interface, that have been all
but ruined. Referred to as RPG mods they infect slowly all the servers of a
mod changing everything the developers spent time to balance and giving
players unbalanced weaponry and stats. But the players who get these things
must grind the server and then they can kill new people with ease. A lot of
new people especially if Casual game will not know what a RPG plugin is and
will probably blame the bad gameplay on the MOD itself. RPG Plugins are IMO
a mod's worst nightmare.

For Valve Official games this is fine because there are so many servers, but
for mods a single RPG mod can single handedly ruin a MOD. For example zombie
master has pretty much only RPG mod servers, etc.

Chris

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of LDuke
Sent: Saturday, March 01, 2008 12:39 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Requesting (again): ent_fire and ent_name APIs for
Server Plugins?

--
[ Picked text/plain from multipart/alternative ]
I think you just append ,mytag to the sv_tags convar string.

And I second the Thank you to Valve from Mattie.  And a HUGE thank you
if that interface is in the CSS orangebox update.





On Sat, Mar 1, 2008 at 6:04 AM, Saul Rennison [EMAIL PROTECTED]
wrote:

 Yeah you just made no sense.

  imagine they added the functions like CreateEntityByName etc. again
 because they thought of themegatag serverbrowser function etc.

 Uhm... yes? What is the interface for the server tags anyway?

 On 1 Mar 2008, at 12:44, Tobias Kammersgaard wrote:

  --
  [ Picked text/plain from multipart/alternative ]
  I imagine they added the functions like CreateEntityByName etc. again
  because they thought of themegatag serverbrowser function etc.
 
  Also, if this doesn't make any sense its because I've had a few
  beers ;-)
  (DRUNK ON THE INTERWEBLOLOLOL)
 
  Oh Lord.
 
  /ScarT
 
 
  On 01/03/2008, Tony omega Sergi [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  They're not trying to 'thwart' them.
  You have to realize it's a matter of priority.
 
  You typically don't get support for anything that the game is going
  to
  have
  in situations like this. Look at any other game; unless it's
  something
  that
  benefits the host game, or is designed for the host game, you don't
  specifically have it.
 
  The problem is simply, there isn't anyone dedicated to doing
  extra stuff
  like that.Ie: the biggest complaint; lack of a real multiplayer
  vehicle.
  Well, the hardcore facts are, until valve decides: Okay, our next
  game is
  going to be multiplayer vehicular combat the likeliness of actually
  seeing
  them sit down and dedicate time AND money to writing a multiplayer
  vehicle,
  which they aren't going to use is rather slim.
 
  Does that make sense to you? Think about it this way; it's the same
  as
  with
  a mod.
  Are you going to sit there and implement a bunch of features that
  you're
  not
  going to use, just for the sake of okay, well we aren't using y
  feature,
  but lets just make people happy and spend x hours on y feature just
  so
  they
  don't bitch, even if it's never going to be used in our mod.
 
  It's common sense.
  -Tony
 
 
  On Fri, Feb 29, 2008 at 6:50 PM, Spencer 'voogru' MacDonald 
  [EMAIL PROTECTED] wrote:
 
  I hate to rain on your bash valve parade...
 
  But this is in the Orange Box SDK:
 
 
 
 

//--
  ---
  // Purpose: Interface from engine to tools for manipulating entities
 
 
 

//--
  ---
  class IServerTools : public IBaseInterface
  {
  public:
virtual IServerEntity *GetIServerEntity( IClientEntity
  *pClientEntity ) = 0;
virtual bool SnapPlayerToPosition( const Vector org, const
  QAngle
  ang, IClientEntity *pClientPlayer = NULL ) = 0;
virtual bool GetPlayerPosition( Vector org, QAngle ang,
  IClientEntity *pClientPlayer = NULL ) = 0;
virtual bool SetPlayerFOV( int fov, IClientEntity
  *pClientPlayer
  =
  NULL ) = 0;
virtual int GetPlayerFOV( IClientEntity *pClientPlayer =
  NULL ) =
  0;
virtual bool IsInNoClipMode( IClientEntity *pClientPlayer =
  NULL
  )
  =
  0;
 
// entity searching
virtual void *FirstEntity( void ) = 0;
virtual void *NextEntity( void *pEntity ) = 0;
virtual void *FindEntityByHammerID( int iHammerID ) = 0;
 
// entity query
virtual bool GetKeyValue( void *pEntity, const char *szField,
  char
  *szValue, int iMaxLen ) = 0;
virtual bool SetKeyValue( void *pEntity, const char *szField,
  const
  char *szValue ) = 0;
virtual bool SetKeyValue( void *pEntity, const char *szField,
  float
  flValue ) = 0;
virtual bool

Re: [hlcoders] Requesting (again): ent_fire and ent_name APIs for Server Plugins?

2008-03-03 Thread Jeffrey botman Broome

Christopher Harris wrote:


For Valve Official games this is fine because there are so many servers, but
for mods a single RPG mod can single handedly ruin a MOD. For example zombie
master has pretty much only RPG mod servers, etc.


I think Valve would make a lot of people happy by having a pure
setting on the server (like Quake) so that people can filter out servers
that are running any kind of plugin at all.

No plugin(s) == Pure, for those that want just that.

For others that want plugins, they could just uncheck that in the server
browser and take their chances with what they connect to.

--
Jeffrey botman Broome

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Re: [hlcoders] Requesting (again): ent_fire and ent_name APIs for Server Plugins?

2008-03-03 Thread ncl
--
[ Picked text/plain from multipart/alternative ]
Now that's just a gross exaggeration. I've played ZM from time to time and
most of the popular servers are pure.

On Mon, Mar 3, 2008 at 4:11 PM, Christopher Harris [EMAIL PROTECTED]
wrote:

 On the subject of this I can sometimes find myself siding with Valve.
 There
 are so many plugins for HL2 mods, without this interface, that have been
 all
 but ruined. Referred to as RPG mods they infect slowly all the servers of
 a
 mod changing everything the developers spent time to balance and giving
 players unbalanced weaponry and stats. But the players who get these
 things
 must grind the server and then they can kill new people with ease. A lot
 of
 new people especially if Casual game will not know what a RPG plugin is
 and
 will probably blame the bad gameplay on the MOD itself. RPG Plugins are
 IMO
 a mod's worst nightmare.

 For Valve Official games this is fine because there are so many servers,
 but
 for mods a single RPG mod can single handedly ruin a MOD. For example
 zombie
 master has pretty much only RPG mod servers, etc.

 Chris

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of LDuke
 Sent: Saturday, March 01, 2008 12:39 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Requesting (again): ent_fire and ent_name APIs for
 Server Plugins?

 --
 [ Picked text/plain from multipart/alternative ]
 I think you just append ,mytag to the sv_tags convar string.

 And I second the Thank you to Valve from Mattie.  And a HUGE thank you
 if that interface is in the CSS orangebox update.





 On Sat, Mar 1, 2008 at 6:04 AM, Saul Rennison [EMAIL PROTECTED]
 wrote:

  Yeah you just made no sense.
 
   imagine they added the functions like CreateEntityByName etc. again
  because they thought of themegatag serverbrowser function etc.
 
  Uhm... yes? What is the interface for the server tags anyway?
 
  On 1 Mar 2008, at 12:44, Tobias Kammersgaard wrote:
 
   --
   [ Picked text/plain from multipart/alternative ]
   I imagine they added the functions like CreateEntityByName etc. again
   because they thought of themegatag serverbrowser function etc.
  
   Also, if this doesn't make any sense its because I've had a few
   beers ;-)
   (DRUNK ON THE INTERWEBLOLOLOL)
  
   Oh Lord.
  
   /ScarT
  
  
   On 01/03/2008, Tony omega Sergi [EMAIL PROTECTED] wrote:
  
   --
   [ Picked text/plain from multipart/alternative ]
   They're not trying to 'thwart' them.
   You have to realize it's a matter of priority.
  
   You typically don't get support for anything that the game is going
   to
   have
   in situations like this. Look at any other game; unless it's
   something
   that
   benefits the host game, or is designed for the host game, you don't
   specifically have it.
  
   The problem is simply, there isn't anyone dedicated to doing
   extra stuff
   like that.Ie: the biggest complaint; lack of a real multiplayer
   vehicle.
   Well, the hardcore facts are, until valve decides: Okay, our next
   game is
   going to be multiplayer vehicular combat the likeliness of actually
   seeing
   them sit down and dedicate time AND money to writing a multiplayer
   vehicle,
   which they aren't going to use is rather slim.
  
   Does that make sense to you? Think about it this way; it's the same
   as
   with
   a mod.
   Are you going to sit there and implement a bunch of features that
   you're
   not
   going to use, just for the sake of okay, well we aren't using y
   feature,
   but lets just make people happy and spend x hours on y feature just
   so
   they
   don't bitch, even if it's never going to be used in our mod.
  
   It's common sense.
   -Tony
  
  
   On Fri, Feb 29, 2008 at 6:50 PM, Spencer 'voogru' MacDonald 
   [EMAIL PROTECTED] wrote:
  
   I hate to rain on your bash valve parade...
  
   But this is in the Orange Box SDK:
  
  
  
  
 

 //--
   ---
   // Purpose: Interface from engine to tools for manipulating entities
  
  
  
 

 //--
   ---
   class IServerTools : public IBaseInterface
   {
   public:
 virtual IServerEntity *GetIServerEntity( IClientEntity
   *pClientEntity ) = 0;
 virtual bool SnapPlayerToPosition( const Vector org, const
   QAngle
   ang, IClientEntity *pClientPlayer = NULL ) = 0;
 virtual bool GetPlayerPosition( Vector org, QAngle ang,
   IClientEntity *pClientPlayer = NULL ) = 0;
 virtual bool SetPlayerFOV( int fov, IClientEntity
   *pClientPlayer
   =
   NULL ) = 0;
 virtual int GetPlayerFOV( IClientEntity *pClientPlayer =
   NULL ) =
   0;
 virtual bool IsInNoClipMode( IClientEntity *pClientPlayer =
   NULL
   )
   =
   0;
  
 // entity searching
 virtual void *FirstEntity( void ) = 0;
 virtual void *NextEntity( void *pEntity ) = 0;
 virtual

Re: [hlcoders] Requesting (again): ent_fire and ent_name APIs for Server Plugins?

2008-03-01 Thread Tobias Kammersgaard
!), but they are leaps and bounds
  ahead
  of other companies when it comes to customization.
 
  I'll give them credit where it's due.
 
  - voogru.
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of LDuke
  Sent: Friday, February 29, 2008 4:50 PM
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] Requesting (again): ent_fire and ent_name APIs
 for
  Server Plugins?
 
  --
  [ 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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 --
 -omega
 --

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Re: [hlcoders] Requesting (again): ent_fire and ent_name APIs for Server Plugins?

2008-03-01 Thread Saul Rennison
 is improving. Let's hope it continues.

Bash valve all you want (I do it too!), but they are leaps and
bounds
ahead
of other companies when it comes to customization.

I'll give them credit where it's due.

- voogru.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of LDuke
Sent: Friday, February 29, 2008 4:50 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Requesting (again): ent_fire and ent_name
APIs

for

Server Plugins?

--
[ 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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Re: [hlcoders] Requesting (again): ent_fire and ent_name APIs for Server Plugins?

2008-03-01 Thread LDuke
, programmers
  will
  find ways around it.
 
  I think valve should welcome plug-ins, not try and thwart them. Not
  everybody wants to make a full blown mod, the original plug-in SDK
  was a
  sad
  joke. With regards to the HudMsg in CSS, I fully agree.
 
  One of what I believed to be AdminMOD's trademark (the pretty center
  says),
  removed from the new game purposely... by the creator of AdminMOD!
 
  But, center says work in TF2... but perhaps I should not speak so
  loudly
  cause valve might hear it, though with the new additions in the
  Orangebox
  engine, I think valve is improving. Let's hope it continues.
 
  Bash valve all you want (I do it too!), but they are leaps and
  bounds
  ahead
  of other companies when it comes to customization.
 
  I'll give them credit where it's due.
 
  - voogru.
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of LDuke
  Sent: Friday, February 29, 2008 4:50 PM
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] Requesting (again): ent_fire and ent_name
  APIs
  for
  Server Plugins?
 
  --
  [ 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.
 
 
 
  --
 
  ___
  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:
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  --
  -omega
  --
 
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Re: [hlcoders] Requesting (again): ent_fire and ent_name APIs for Server Plugins?

2008-02-29 Thread LDuke
--
[ 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.



On Thu, Feb 28, 2008 at 10:47 PM, Tony Paloma [EMAIL PROTECTED]
wrote:

 I agree that Valve does need to offer more interfaces to plugins for
 things
 like this. Doing anything with entities is incredibly limited given the
 provided resources. However, I think each one of these things is a simple
 vfunc call away to the desired result. ent_fire and ent_name can be
 accomplished using the AcceptInput virtual function, and give can be done
 with GiveNamedItem. There is no hooking or sig scanning required unless
 you
 meant to do something more advanced like get at the event queue or
 something.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of MattieC
 Sent: Thursday, February 28, 2008 9:33 PM
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] Requesting (again): ent_fire and ent_name APIs for
 Server Plugins?

 --
 [ Picked text/plain from multipart/alternative ]
 Can you consider adding ent_fire and ent_name API equivalents for Source
 server plugins? (Ideally these interact via index/pointer rather than
 name,
 but if we can name entities by index that would be the same thing,
 really.)

 Getting access to the entity event/message queue without hacks/tricks
 would
 open many stable doors and I've voiced this opinion in the past. This is
 one
 of the biggest deficiencies of the server-side plugin SDK.

 Ideally, the give API (or any name-based entity creation method) would
 also be included, but there may be more mod-specific issues for you there,
 perhaps. Currently without hacks/hooks it's very difficult to emulate
 this.

 Is there any reason entity inputs/messaging weren't exposed via interfaces
 that server plugins can access? If the above is not possible, what kind of
 things could the Source engine offer for better entity manipulation?

 Thanks very, very much in advance---
 -Mattie
 http://www.eventscripts.com
 --

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Re: [hlcoders] Requesting (again): ent_fire and ent_name APIs for Server Plugins?

2008-02-29 Thread Saul Rennison

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.



On Thu, Feb 28, 2008 at 10:47 PM, Tony Paloma [EMAIL PROTECTED]
wrote:



I agree that Valve does need to offer more interfaces to plugins for
things
like this. Doing anything with entities is incredibly limited given the
provided resources. However, I think each one of these things is a simple
vfunc call away to the desired result. ent_fire and ent_name can be
accomplished using the AcceptInput virtual function, and give can be done
with GiveNamedItem. There is no hooking or sig scanning required unless
you
meant to do something more advanced like get at the event queue or
something.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of MattieC
Sent: Thursday, February 28, 2008 9:33 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Requesting (again): ent_fire and ent_name APIs for
Server Plugins?

--
[ Picked text/plain from multipart/alternative ]
Can you consider adding ent_fire and ent_name API equivalents for Source
server plugins? (Ideally these interact via index/pointer rather than
name,
but if we can name entities by index that would be the same thing,
really.)

Getting access to the entity event/message queue without hacks/tricks
would
open many stable doors and I've voiced this opinion in the past. This is
one
of the biggest deficiencies of the server-side plugin SDK.

Ideally, the give API (or any name-based entity creation method) would
also be included, but there may be more mod-specific issues for you there,
perhaps. Currently without hacks/hooks it's very difficult to emulate
this.

Is there any reason entity inputs/messaging weren't exposed via interfaces
that server plugins can access? If the above is not possible, what kind of
things could the Source engine offer for better entity manipulation?

Thanks very, very much in advance---
-Mattie
http://www.eventscripts.com
--

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Re: [hlcoders] Requesting (again): ent_fire and ent_name APIs for Server Plugins?

2008-02-29 Thread Tom Leighton

I would like to second this.

I have tried creating plugins, and getting stopped at the Sigscanning
methods/vtable (And not understanding it which doesnt help), i have
given up on making server plugins.

A nice exposed API for the entity list / entity functions, etc, would be
great (Server side only so you dont expose crap for hackers :P)

Saul Rennison 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.



On Thu, Feb 28, 2008 at 10:47 PM, Tony Paloma [EMAIL PROTECTED]
wrote:



I agree that Valve does need to offer more interfaces to plugins for
things
like this. Doing anything with entities is incredibly limited given the
provided resources. However, I think each one of these things is a
simple
vfunc call away to the desired result. ent_fire and ent_name can be
accomplished using the AcceptInput virtual function, and give can be
done
with GiveNamedItem. There is no hooking or sig scanning required unless
you
meant to do something more advanced like get at the event queue or
something.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of MattieC
Sent: Thursday, February 28, 2008 9:33 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Requesting (again): ent_fire and ent_name APIs for
Server Plugins?

--
[ Picked text/plain from multipart/alternative ]
Can you consider adding ent_fire and ent_name API equivalents for
Source
server plugins? (Ideally these interact via index/pointer rather than
name,
but if we can name entities by index that would be the same thing,
really.)

Getting access to the entity event/message queue without hacks/tricks
would
open many stable doors and I've voiced this opinion in the past.
This is
one
of the biggest deficiencies of the server-side plugin SDK.

Ideally, the give API (or any name-based entity creation method)
would
also be included, but there may be more mod-specific issues for you
there,
perhaps. Currently without hacks/hooks it's very difficult to emulate
this.

Is there any reason entity inputs/messaging weren't exposed via
interfaces
that server plugins can access? If the above is not possible, what
kind of
things could the Source engine offer for better entity manipulation?

Thanks very, very much in advance---
-Mattie
http://www.eventscripts.com
--

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Re: [hlcoders] Requesting (again): ent_fire and ent_name APIs for Server Plugins?

2008-02-29 Thread LDuke
--
[ 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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RE: [hlcoders] Requesting (again): ent_fire and ent_name APIs for Server Plugins?

2008-02-29 Thread Spencer 'voogru' MacDonald
I hate to rain on your bash valve parade...

But this is in the Orange Box SDK:

//--
---
// Purpose: Interface from engine to tools for manipulating entities
//--
---
class IServerTools : public IBaseInterface
{
public:
virtual IServerEntity *GetIServerEntity( IClientEntity
*pClientEntity ) = 0;
virtual bool SnapPlayerToPosition( const Vector org, const QAngle
ang, IClientEntity *pClientPlayer = NULL ) = 0;
virtual bool GetPlayerPosition( Vector org, QAngle ang,
IClientEntity *pClientPlayer = NULL ) = 0;
virtual bool SetPlayerFOV( int fov, IClientEntity *pClientPlayer =
NULL ) = 0;
virtual int GetPlayerFOV( IClientEntity *pClientPlayer = NULL ) = 0;
virtual bool IsInNoClipMode( IClientEntity *pClientPlayer = NULL ) =
0;

// entity searching
virtual void *FirstEntity( void ) = 0;
virtual void *NextEntity( void *pEntity ) = 0;
virtual void *FindEntityByHammerID( int iHammerID ) = 0;

// entity query
virtual bool GetKeyValue( void *pEntity, const char *szField, char
*szValue, int iMaxLen ) = 0;
virtual bool SetKeyValue( void *pEntity, const char *szField, const
char *szValue ) = 0;
virtual bool SetKeyValue( void *pEntity, const char *szField, float
flValue ) = 0;
virtual bool SetKeyValue( void *pEntity, const char *szField, const
Vector vecValue ) = 0;

// entity spawning
virtual void *CreateEntityByName( const char *szClassName ) = 0;
virtual void DispatchSpawn( void *pEntity ) = 0;

// This reloads a portion or all of a particle definition file.
// It's up to the server to decide if it cares about this file
// Use a UtlBuffer to crack the data
virtual void ReloadParticleDefintions( const char *pFileName, const
void *pBufData, int nLen ) = 0;

virtual void AddOriginToPVS( const Vector org ) = 0;
};

#define VSERVERTOOLS_INTERFACE_VERSION VSERVERTOOLS001

Oh, I wonder what this could be...

virtual void *CreateEntityByName( const char *szClassName ) = 0;

Oh and...

virtual void *FirstEntity( void ) = 0;
virtual void *NextEntity( void *pEntity ) = 0;

Oh baby! We're getting raunchy now!

Perhaps when CSS gets upgraded to the Orangebox engine this will be made
available. It works in TF2 at least.

Regardless of what valve does to try and limit plug-ins, programmers will
find ways around it.

I think valve should welcome plug-ins, not try and thwart them. Not
everybody wants to make a full blown mod, the original plug-in SDK was a sad
joke. With regards to the HudMsg in CSS, I fully agree.

One of what I believed to be AdminMOD's trademark (the pretty center says),
removed from the new game purposely... by the creator of AdminMOD!

But, center says work in TF2... but perhaps I should not speak so loudly
cause valve might hear it, though with the new additions in the Orangebox
engine, I think valve is improving. Let's hope it continues.

Bash valve all you want (I do it too!), but they are leaps and bounds ahead
of other companies when it comes to customization.

I'll give them credit where it's due.

- voogru.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of LDuke
Sent: Friday, February 29, 2008 4:50 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Requesting (again): ent_fire and ent_name APIs for
Server Plugins?

--
[ 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

Re: [hlcoders] Requesting (again): ent_fire and ent_name APIs for Server Plugins?

2008-02-29 Thread Tony omega Sergi
--
[ Picked text/plain from multipart/alternative ]
They're not trying to 'thwart' them.
You have to realize it's a matter of priority.

You typically don't get support for anything that the game is going to have
in situations like this. Look at any other game; unless it's something that
benefits the host game, or is designed for the host game, you don't
specifically have it.

The problem is simply, there isn't anyone dedicated to doing extra stuff
like that.Ie: the biggest complaint; lack of a real multiplayer vehicle.
Well, the hardcore facts are, until valve decides: Okay, our next game is
going to be multiplayer vehicular combat the likeliness of actually seeing
them sit down and dedicate time AND money to writing a multiplayer vehicle,
which they aren't going to use is rather slim.

Does that make sense to you? Think about it this way; it's the same as with
a mod.
Are you going to sit there and implement a bunch of features that you're not
going to use, just for the sake of okay, well we aren't using y feature,
but lets just make people happy and spend x hours on y feature just so they
don't bitch, even if it's never going to be used in our mod.

It's common sense.
-Tony


On Fri, Feb 29, 2008 at 6:50 PM, Spencer 'voogru' MacDonald 
[EMAIL PROTECTED] wrote:

 I hate to rain on your bash valve parade...

 But this is in the Orange Box SDK:


 //--
 ---
 // Purpose: Interface from engine to tools for manipulating entities

 //--
 ---
 class IServerTools : public IBaseInterface
 {
 public:
virtual IServerEntity *GetIServerEntity( IClientEntity
 *pClientEntity ) = 0;
virtual bool SnapPlayerToPosition( const Vector org, const QAngle
 ang, IClientEntity *pClientPlayer = NULL ) = 0;
virtual bool GetPlayerPosition( Vector org, QAngle ang,
 IClientEntity *pClientPlayer = NULL ) = 0;
virtual bool SetPlayerFOV( int fov, IClientEntity *pClientPlayer =
 NULL ) = 0;
virtual int GetPlayerFOV( IClientEntity *pClientPlayer = NULL ) =
 0;
virtual bool IsInNoClipMode( IClientEntity *pClientPlayer = NULL )
 =
 0;

// entity searching
virtual void *FirstEntity( void ) = 0;
virtual void *NextEntity( void *pEntity ) = 0;
virtual void *FindEntityByHammerID( int iHammerID ) = 0;

// entity query
virtual bool GetKeyValue( void *pEntity, const char *szField, char
 *szValue, int iMaxLen ) = 0;
virtual bool SetKeyValue( void *pEntity, const char *szField, const
 char *szValue ) = 0;
virtual bool SetKeyValue( void *pEntity, const char *szField, float
 flValue ) = 0;
virtual bool SetKeyValue( void *pEntity, const char *szField, const
 Vector vecValue ) = 0;

// entity spawning
virtual void *CreateEntityByName( const char *szClassName ) = 0;
virtual void DispatchSpawn( void *pEntity ) = 0;

// This reloads a portion or all of a particle definition file.
// It's up to the server to decide if it cares about this file
// Use a UtlBuffer to crack the data
virtual void ReloadParticleDefintions( const char *pFileName, const
 void *pBufData, int nLen ) = 0;

virtual void AddOriginToPVS( const Vector org ) = 0;
 };

 #define VSERVERTOOLS_INTERFACE_VERSION VSERVERTOOLS001

 Oh, I wonder what this could be...

 virtual void *CreateEntityByName( const char *szClassName ) = 0;

 Oh and...

 virtual void *FirstEntity( void ) = 0;
 virtual void *NextEntity( void *pEntity ) = 0;

 Oh baby! We're getting raunchy now!

 Perhaps when CSS gets upgraded to the Orangebox engine this will be made
 available. It works in TF2 at least.

 Regardless of what valve does to try and limit plug-ins, programmers will
 find ways around it.

 I think valve should welcome plug-ins, not try and thwart them. Not
 everybody wants to make a full blown mod, the original plug-in SDK was a
 sad
 joke. With regards to the HudMsg in CSS, I fully agree.

 One of what I believed to be AdminMOD's trademark (the pretty center
 says),
 removed from the new game purposely... by the creator of AdminMOD!

 But, center says work in TF2... but perhaps I should not speak so loudly
 cause valve might hear it, though with the new additions in the Orangebox
 engine, I think valve is improving. Let's hope it continues.

 Bash valve all you want (I do it too!), but they are leaps and bounds
 ahead
 of other companies when it comes to customization.

 I'll give them credit where it's due.

 - voogru.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of LDuke
 Sent: Friday, February 29, 2008 4:50 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Requesting (again): ent_fire and ent_name APIs for
 Server Plugins?

 --
 [ Picked text/plain from multipart/alternative ]
 My point was that that is going to be the only

Re: [hlcoders] Requesting (again): ent_fire and ent_name APIs for Server Plugins?

2008-02-29 Thread MattieC
--
[ Picked text/plain from multipart/alternative ]
voogru-- That's officially the best news I've heard all day. Thanks very
much for mentioning this-- this is the second time I've wanted to thank you
in the past two days (for another old post of you). I didn't see this in
early OB SDK drops.

I've tested tools-CreateEntityByName() and it works (I see the entity in
the entity list).

Now to see how well the rest of the APIs work to simulate some of the other
features we need.

Huge thanks to Valve for adding this-- I'm already stunned and exceptionally
happy just to see the attempt.
-Mattie

On 2/29/08, Spencer 'voogru' MacDonald [EMAIL PROTECTED] wrote:

 I hate to rain on your bash valve parade...

 But this is in the Orange Box SDK:


 //--
 ---
 // Purpose: Interface from engine to tools for manipulating entities

 //--
 ---
 class IServerTools : public IBaseInterface
 {
 public:
 virtual IServerEntity *GetIServerEntity( IClientEntity
 *pClientEntity ) = 0;
 virtual bool SnapPlayerToPosition( const Vector org, const QAngle
 ang, IClientEntity *pClientPlayer = NULL ) = 0;
 virtual bool GetPlayerPosition( Vector org, QAngle ang,
 IClientEntity *pClientPlayer = NULL ) = 0;
 virtual bool SetPlayerFOV( int fov, IClientEntity *pClientPlayer =
 NULL ) = 0;
 virtual int GetPlayerFOV( IClientEntity *pClientPlayer = NULL ) =
 0;
 virtual bool IsInNoClipMode( IClientEntity *pClientPlayer = NULL )
 =
 0;

 // entity searching
 virtual void *FirstEntity( void ) = 0;
 virtual void *NextEntity( void *pEntity ) = 0;
 virtual void *FindEntityByHammerID( int iHammerID ) = 0;

 // entity query
 virtual bool GetKeyValue( void *pEntity, const char *szField, char
 *szValue, int iMaxLen ) = 0;
 virtual bool SetKeyValue( void *pEntity, const char *szField,
 const
 char *szValue ) = 0;
 virtual bool SetKeyValue( void *pEntity, const char *szField,
 float
 flValue ) = 0;
 virtual bool SetKeyValue( void *pEntity, const char *szField,
 const
 Vector vecValue ) = 0;

 // entity spawning
 virtual void *CreateEntityByName( const char *szClassName ) = 0;
 virtual void DispatchSpawn( void *pEntity ) = 0;

 // This reloads a portion or all of a particle definition file.
 // It's up to the server to decide if it cares about this file
 // Use a UtlBuffer to crack the data
 virtual void ReloadParticleDefintions( const char *pFileName,
 const
 void *pBufData, int nLen ) = 0;

 virtual void AddOriginToPVS( const Vector org ) = 0;
 };

 #define VSERVERTOOLS_INTERFACE_VERSION VSERVERTOOLS001

 Oh, I wonder what this could be...

 virtual void *CreateEntityByName( const char *szClassName ) = 0;

 Oh and...

 virtual void *FirstEntity( void ) = 0;
 virtual void *NextEntity( void *pEntity ) = 0;

 Oh baby! We're getting raunchy now!

 Perhaps when CSS gets upgraded to the Orangebox engine this will be made
 available. It works in TF2 at least.

 Regardless of what valve does to try and limit plug-ins, programmers will
 find ways around it.

 I think valve should welcome plug-ins, not try and thwart them. Not
 everybody wants to make a full blown mod, the original plug-in SDK was a
 sad
 joke. With regards to the HudMsg in CSS, I fully agree.

 One of what I believed to be AdminMOD's trademark (the pretty center
 says),
 removed from the new game purposely... by the creator of AdminMOD!

 But, center says work in TF2... but perhaps I should not speak so loudly
 cause valve might hear it, though with the new additions in the Orangebox
 engine, I think valve is improving. Let's hope it continues.

 Bash valve all you want (I do it too!), but they are leaps and bounds
 ahead
 of other companies when it comes to customization.

 I'll give them credit where it's due.


 - voogru.


 -Original Message-
 From: [EMAIL PROTECTED]

 [mailto:[EMAIL PROTECTED] On Behalf Of LDuke
 Sent: Friday, February 29, 2008 4:50 PM
 To: hlcoders@list.valvesoftware.com

 Subject: Re: [hlcoders] Requesting (again): ent_fire and ent_name APIs for
 Server Plugins?

 --

 [ 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

[hlcoders] Requesting (again): ent_fire and ent_name APIs for Server Plugins?

2008-02-28 Thread MattieC
--
[ Picked text/plain from multipart/alternative ]
Can you consider adding ent_fire and ent_name API equivalents for Source
server plugins? (Ideally these interact via index/pointer rather than name,
but if we can name entities by index that would be the same thing, really.)

Getting access to the entity event/message queue without hacks/tricks would
open many stable doors and I've voiced this opinion in the past. This is one
of the biggest deficiencies of the server-side plugin SDK.

Ideally, the give API (or any name-based entity creation method) would
also be included, but there may be more mod-specific issues for you there,
perhaps. Currently without hacks/hooks it's very difficult to emulate this.

Is there any reason entity inputs/messaging weren't exposed via interfaces
that server plugins can access? If the above is not possible, what kind of
things could the Source engine offer for better entity manipulation?

Thanks very, very much in advance---
-Mattie
http://www.eventscripts.com
--

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visit:
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RE: [hlcoders] Requesting (again): ent_fire and ent_name APIs for Server Plugins?

2008-02-28 Thread Tony Paloma
I agree that Valve does need to offer more interfaces to plugins for things
like this. Doing anything with entities is incredibly limited given the
provided resources. However, I think each one of these things is a simple
vfunc call away to the desired result. ent_fire and ent_name can be
accomplished using the AcceptInput virtual function, and give can be done
with GiveNamedItem. There is no hooking or sig scanning required unless you
meant to do something more advanced like get at the event queue or
something.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of MattieC
Sent: Thursday, February 28, 2008 9:33 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Requesting (again): ent_fire and ent_name APIs for
Server Plugins?

--
[ Picked text/plain from multipart/alternative ]
Can you consider adding ent_fire and ent_name API equivalents for Source
server plugins? (Ideally these interact via index/pointer rather than name,
but if we can name entities by index that would be the same thing, really.)

Getting access to the entity event/message queue without hacks/tricks would
open many stable doors and I've voiced this opinion in the past. This is one
of the biggest deficiencies of the server-side plugin SDK.

Ideally, the give API (or any name-based entity creation method) would
also be included, but there may be more mod-specific issues for you there,
perhaps. Currently without hacks/hooks it's very difficult to emulate this.

Is there any reason entity inputs/messaging weren't exposed via interfaces
that server plugins can access? If the above is not possible, what kind of
things could the Source engine offer for better entity manipulation?

Thanks very, very much in advance---
-Mattie
http://www.eventscripts.com
--

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please visit:
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