Regarding the centerprint text:
http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg19170.html
On Thu, May 19, 2011 at 2:04 PM, - Hannibal - rafu...@hotmail.com wrote:
First of all, thanks for your efforts on improving the Source engine; the
current updates are great, and the 2009
The SDK hasn't matched for a while now. For example, the takedamageinfo
structure has been different for a long time. I assume something like that
must have changed. Unless you're only using the provided interfaces then
it's likely that TF2 will never match the SDK. Also, only a few of the
A listenserver still uses the server.dll to provide the server portion of
the game. It's hard to imagine how VAC could pick it up unless you were
also doing something with the client.dll.
On Wed, Nov 5, 2008 at 8:39 AM, Saul Rennison [EMAIL PROTECTED]wrote:
GunGame Utils using sigscanning.
You need to add the file name to the downloadables string table. As others
have said, you'll probably have to use an extension other than .lua as that
appears to be blocked.
Here is an example from a MMS plugin, (so things like m_Engine would be
engine on a mod or VSP plugin):
// add file to the
I believe the lua extension is blocked from being downloaded due to issues
of abuse by server admins forcing bad scripts on the clients.
On Tue, Sep 9, 2008 at 4:29 AM, Haza [EMAIL PROTECTED] wrote:
Is there a way I can make the client download certain custom files(like lua
scripts) from the
You should check to make sure event isn't a NULL pointer before continuing.
On Fri, Jun 6, 2008 at 11:28 AM, Adam Buckland [EMAIL PROTECTED]
wrote:
Hey Guys
I'm currently creating a power system for a mod, and when the power reaches
zero, I want to fire a game event to deactivate the
I do it in plugins using no attenuation. Something like
engine-EmitSound(recipients, 0, CHAN_AUTO, soundname, volume, ATTN_NONE);
On Sat, May 17, 2008 at 8:14 AM, Tom Edwards [EMAIL PROTECTED]
wrote:
The only function I have found that emits a sound without a source
location (i.e. at full
You can examine the steamID and determine the steam community id. This
would let you process their steam friends page or the xml version of it.
On Thu, May 8, 2008 at 3:46 AM, vivoli [EMAIL PROTECTED] wrote:
Hi,
I look for how to have the Steam login of a player ingame (for example my
I forgot the link:
http://forums.alliedmods.net/showthread.php?t=60899
On Thu, May 8, 2008 at 11:31 AM, LDuke [EMAIL PROTECTED] wrote:
You can examine the steamID and determine the steam community id. This
would let you process their steam friends page or the xml version of it.
On Thu
A quick search for GetPlayerForUserID shows that it is in the client code
and part of the IVEngineClient class. You can't use client-side code on the
server.
I use something like this:
// return player edict for a userid
edict_t *DBUtils::EdictOfUserId( int UserId )
{
int i;
edict_t
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
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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
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
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Use the engine-ServerCommand to send a kick or kickid command.
Q_snprintf( svrcmd, sizeof(svrcmd), kick %s\n, name );
m_Engine-ServerCommand(svrcmd);
Note that kickid would use the userid of the bot (not
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The A2S_INFO server query on TF2 seems to have added 3 extra bytes at the
end. I'm currently ignoring them and everything else seems to be the same.
Can we get some info on what extra data is being returned?
Here's an example of a server
] On Behalf Of LDuke
Sent: Tuesday, January 29, 2008 8:30 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] TF2 Server Query Changes (A2S_INFO)
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The A2S_INFO server query on TF2 seems to have added 3 extra bytes at
the
end. I'm
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The obvious question (which you've probably looked at): Are you using a
valid engine pointer?
Maybe you're adding the fakeclient to early? Try adding it using a test
concommand or client command.
I've never added them in LevelInit, but I had no
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Depends on what control a bot with spray capabilities means.
Do you mean make a bot put a spray on the wall like a player? This is
probably do-able.
Do you mean take control of the bot as if you were playing yourself and also
be able to put a
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It looks like some of the other replies have the info you need for the
orangebox.
I would recommend using Metamod:Source if you're going to do anything beyond
stats from gameevents. It allows you to easily hook functions to record
data, change
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Type status in the console.
On 10/30/07, Janek Le_Vert [EMAIL PROTECTED] wrote:
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Hi all,
Does any of you knows how to get IP address and port of the server on
which a player is client
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The VSP interface doesn't give any error messages when loading fails. MMS
gives a nice little message. :)
Start srcds in gdb and break it. Then use dlopen:
call dlopen(path,2)
You'll get something like $1=0 if it fails. Then do:
call dlerror()
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Lot's of us will appreciate it.
Thank you Mike!
L. Duke
On 9/28/07, Mike Durand [EMAIL PROTECTED] wrote:
This is a multi-part message in MIME format.
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Yes, I'll make all of the updated
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There is also a beam in the IEffects interface (IEFFECTS_INTERFACE_VERSION)
that might work for you given the right material.
If that would work, it's much easier than scanning memory for a function
that calls the ITempEntsSystem and trying to
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Server plugins run on the server only. You can't create client-side
plugins.
You will have to write your own mod to do anything on the client.
On 8/16/07, Meow Mew [EMAIL PROTECTED] wrote:
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Have you tried LoadFromFile without setting a pPathID parameter?
On 8/14/07, Christopher Harris [EMAIL PROTECTED] wrote:
It just as if it could not find the file. Those comment lines were just
for
comment in code so I remember how the file
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I have a player model that is bigger than the regular human player models.
Something like the Onos in Natural Selection.
The problem is that the game movement code is treating them like a regular
size player model. I've changed the surround
the viewvectors class, and add new hulls for your
player.
then modify the gamemovement, and when when someone uses that class (you
are
using classes or something right?) then you can switch to those bounding
boxes, for the traces.
On 7/6/07, LDuke [EMAIL PROTECTED] wrote:
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You could try rolling your own.
Mani was discussing KeyValues on IRC a while back. He said once you got
above a couple thousand keys they were very inefficient. If I remember the
numbers right, his custom code was taking something like 3 seconds
, 105 seconds.
As you can see that is quite a jump in the amount of time taken and is
certainly not the case of 'twice as many records = twice the amount of time'
Mani
[/QUOTE]
On 6/12/07, LDuke [EMAIL PROTECTED] wrote:
You could try rolling your own.
Mani was discussing KeyValues on IRC
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I think this is what ForceExactFile() does?
On 3/30/07, Spencer 'voogru' MacDonald [EMAIL PROTECTED] wrote:
There is a little pet peeve I have with source.
There seems to be no InconsistentFile function, like in HL1 where a
GameDLL
could
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I use 3.4.1 since that's what was recommended. Since I'm only doing plugins,
I compiled GCC to cross compile from cygwin so I don't have to mess with
rebooting in Linux all the time.
On 3/20/07, Ondřej Hošek [EMAIL PROTECTED] wrote:
Are you
there are
other
ways for plugins to present info to clients that aren't as intrusive.
Yahn
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of LDuke
Sent: Tuesday, March 13, 2007 12:40 PM
To: hlcoders@list.valvesoftware.com
Subject: Re
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Someone pointed me to this link recently. It should help clarify the
timeline you can expect: http://developer.valvesoftware.com/wiki/Valve_Time
:) :) :)
On 3/15/07, Jeremy [EMAIL PROTECTED] wrote:
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Like telling us that we'll turn into cows if we eat too much grass?
http://forums.alliedmods.net/showthread.php?t=17822
:) :) :)
On 3/15/07, Minh [EMAIL PROTECTED] wrote:
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I think Gabe
it in, or is there some other
reason that it won't be added?
Grant
(L. Duke)
On 2/24/07, Yahn Bernier [EMAIL PROTECTED] wrote:
Sure
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of LDuke
Sent: Saturday, February 24, 2007 6:04 PM
To: hlcoders
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What kind of user message is this?
The MOTD messages are limited to 255 bytes for TYPE_TEXT. To use more than
that, you have to add the text to be displayed to the string tables and use
TYPE_INDEX (this method has a limit of around 4kb).
On
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Another bug that's been around for a while:
The CenterPrintText font definition is missing from ClientScheme.res so that
a HudMsg doesn't get displayed. One of the guys at Turtlerock said he'd add
it to the to-do list months ago. Would it be
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Thank you
On 2/24/07, Yahn Bernier [EMAIL PROTECTED] wrote:
Sure
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I've heard from others that there is an issue with some types of materials
(decals?).
On 2/23/07, Yahn Bernier [EMAIL PROTECTED] wrote:
Okay. I was able to repro this with the stringtable version and fix it.
The fix will go out some time in
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Thank you! I know there are a lot of people out there who are glad this is
being fixed.
Grant
(L. Duke)
On 2/23/07, Yahn Bernier [EMAIL PROTECTED] wrote:
Yeah, I can see the general issue and it's a bit sticky. It's
definitely fixable,
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I used to use stopsound all the time, especially on maps like cs_rio with
the loud radio music. It's been a cheat in CSS since the beta was released.
On 2/22/07, Jay Croghan [EMAIL PROTECTED] wrote:
That isn't a bug for gods sake.
Since
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When you throw a grenade, the weapon is removed and a new entity is created.
Something like CBaseCSGrenadeProjectile. I don't think this entity shows up
in the edict list, so finding it might a little difficult from a plugin.
Grant
(L. Duke)
On
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http://forums.alliedmods.net/showpost.php?p=326764postcount=7
It will only download the file if a file by that name doesn't already exist
on the client's machine, so you can't use this method to update existing
files.
On 2/15/07, Ryan Sheffer
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This won't work if the client has cl_restrict_client_commands on. I believe
the default setting is to restrict commands only on Valve games, but clients
can change it, and will very likely do so, especially on servers where
admins are abusing
always work.
Hopefully, someone else on the list knows what client-side code you could
use.
On 1/25/07, Minh [EMAIL PROTECTED] wrote:
so what would you use ?
- Original Message -
From: LDuke [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, January 25, 2007 6:17
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Which material might that be?
Since this doesn't work on CSS which uses both CSS and HL2 gcf files, I'm
pretty sure there is no material that you're going to find in the gcf files.
On 1/17/07, Tony omega Sergi [EMAIL PROTECTED] wrote:
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I downloaded one of the fedora images from
http://www.thoughtpolice.co.uk/vmware/
and used yum to install a couple other items I needed.
Was really quick and painless.
On 1/7/07, Sylvain Rochette [EMAIL PROTECTED] wrote:
This is a
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I've heard that it works well on CSS, but in DODS it seems to only work on
Linux servers. I deleted my engine.dll and updated with -verify_all just to
be sure.
Is it possible that the Source Dedicated Server files for windows didn't get
updated?
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Executing IVEngineServer::FadeClientVolume gives the following error on the
client:
cl_restrict_server_commands prevented server running command: soundfade
The simplest solution would probably be marking 'soundfade' as
FCVAR_SERVER_CAN_EXECUTE.
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I believe that is the exact command that is blocked by this cvar (
engine-ClientCommand( blahblah ) ).
On 11/18/06, Nick [EMAIL PROTECTED] wrote:
Can you list which exploits which need to be fixed?
This question was asked earlier and I
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What software are you using there?
On 11/14/06, Jorge Rodriguez [EMAIL PROTECTED] wrote:
I hate to be a stickler, but does anybody else notice this?
http://vinoisnotouzo.com/images/threading.png
This happens when people start a new topic
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I'm more familiar with metamod:souce plugins, but your paths look wrong. You
have two links to tier0 in there and this one, /lib/tier0_i486.so, is
definitely wrong.
With my plugins, I have a symlink to tier0, vstdlib, tier1, etc. so that
they
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Go through each error one by one. Fix it if it's the problem is obvious. If
it's not obvious, Google the text of the error and attempt to track it down.
HTH
On 10/1/06, Matt Judge [EMAIL PROTECTED] wrote:
Hello people,
I have been away
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Why would they? They haven't released the source code for any other mods
(DOD:S, CS:S, etc.)
On 9/8/06, Vyacheslav Dzhura [EMAIL PROTECTED] wrote:
Hello everybody! :)
Is there any source code released for Half-Life 1: Source?
I just
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Crafty is a 3D object, material, model and file browsing utility targeted
towards Half-Life modders or enthusiasts looking for a Steam Independent
application for quick previews. It currently supports Half-Life 2 .bsp,
.mdl, .vmf and .gl formats
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I tried a compile with no vis or rad and it still happens, so it's not
linked to the HDR.
On 8/23/06, LDuke [EMAIL PROTECTED] wrote:
I've used Pakrat, Map Analyst, and my own list of files with bspzip.
Most of the materials (both on models
, Steve Rabouin [EMAIL PROTECTED] wrote:
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Are you using the appid 215? If so, you will have to mount the hl2mp
content
for it to work. The AppID 215 doesn't include HL2MP content, only HL2.
On 8/7/06, LDuke [EMAIL PROTECTED] wrote
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Yes.
On 8/8/06, Robbie Groenewoudt [EMAIL PROTECTED] wrote:
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No, it isn't. Did you restart Steam after changing SteamAppId?
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The alpha doesn't work on the sprites on the gravity gun since updating to
the latest SDK release.
I've tried both debug and release compiles of the stock HL2MP sdk with no
changes to the code:
http://x5.freeshare.us/117fs341820.jpg
Grant
(L.
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I don't think epsisode 1 content is part of the SDK?
On 8/5/06, Витас Протасов [EMAIL PROTECTED] wrote:
Where is this damn npc_zombine
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There is no sound in space. :)
On 8/2/06, Daniel Menard [EMAIL PROTECTED] wrote:
Ok Jay, I got my attenuation problem fixed (attenuation was set way
too low, 140dB is darn loud). Now I have another question. We've been
having sound
of yourself explaining the jpg.
That was a joke.
Paste a stack trace.
At 2006/07/25 04:28 PM, LDuke wrote:
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I compiled the HL2DM SDK codebase with no changes. When I shoot a
func_physbox with the gravity gun I get this error:
http
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I'm with you on the DOD:S and CSS SDK. Even just releasing the updated
header files would be a huge help.
Valve does a great job of helping the mod community, but CSS plugins run on
more servers (and affect more players) than just about any mod.
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I compiled the HL2DM SDK codebase with no changes. When I shoot a
func_physbox with the gravity gun I get this error:
http://img386.imageshack.us/img386/5002/assertcb2.jpg
The map is one room, with 6 func_physboxes, 4 player spawns, and a
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You can't do much server-side with a ragdoll besides remove it. Things like
-Teleport() won't work because the coordinates are not updated to the
client since each client simulates the ragdoll separately and it's probably
not in the same place on
at the ragdoll's eyes rather than doing what it does for
the 3rd person view (tracing a line from the center of it and placing
the camera at the hitpos).
I wouldn't recommend making your ragdolls serverside.. see netgraph for
details.
On 7/24/06, LDuke [EMAIL PROTECTED] wrote:
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www.prodod.net
First and only mod released not requireing half life 2
On 7/17/06, LDuke [EMAIL PROTECTED] wrote:
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What's a dods source mod? Do you just mean you tested it using Day of
Defeat: Source? Isn't it already VAC secure
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What's a dods source mod? Do you just mean you tested it using Day of
Defeat: Source? Isn't it already VAC secure?
On 7/17/06, Charles Solar [EMAIL PROTECTED] wrote:
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Just created it :)
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From the SourceMod forums (this thread
http://forums.alliedmods.net/showthread.php?t=37149):
[quote]
The client callbacks are quiet useless, you have, in the order they're
called:
ClientConnect :: almost no useful info
ClientChanged
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I don't use the player info manager interface for anything in my pluigns.
Things like IsDead() take so long to update that they are useless most of
the time.
Try using engine-GetPlayerNetworkIDString(pEntity); instead.
Also, IsFakeClient() has
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The NeoTokyo mod seems to have some nice HDR-like lighting.
On 6/28/06, Teddy [EMAIL PROTECTED] wrote:
That's not a solution, which means you're part of the problem :-P
Come on, this codebase is only 13 months old! Sure, there's alot of
/alternative ] Are you using CS:S?
coz CS:S models are weird...
On 3/24/06, LDuke [EMAIL PROTECTED] wrote:
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purposes, in a MP game, I'm drawing a line to the endpoint of the
trace. If I aim at a foot, body, hand, etc
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I use it more often than I use the srcds for debugging. My command
arguments:
-window -allowdebug -insecure -console -game cstrike +sv_lan 1 +maxplayers
16 +map as_test
Grant
(L. Duke)
On 6/12/06, Jay C. [EMAIL PROTECTED] wrote:
Hey all, I'm
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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
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Looks like you're sending chat from the console say. You can do that even
easier. Just run a server command:
engine-ServerCommand(say hello from the server!\n);
On 4/7/06, LDuke [EMAIL PROTECTED] wrote:
Events report that something has
is encountered.
LDuke wrote:
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Write your plugin as a metamod:source plugin (www.sourcemm.net) and
hook
the
say and team_say commands. You'll need to hook any function that you're
trying to block if you handle it instead
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Write your plugin as a metamod:source plugin (www.sourcemm.net) and hook the
say and team_say commands. You'll need to hook any function that you're
trying to block if you handle it instead of the engine. SourceMM makes it
easy, since it handles
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Good call. Yes, it's for CS:S.
On 3/25/06, Aaron Schiff [EMAIL PROTECTED] wrote:
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Are you using CS:S? coz CS:S models are weird...
On 3/24/06, LDuke [EMAIL PROTECTED] wrote
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For debugging purposes, in a MP game, I'm drawing a line to the endpoint of
the trace. If I aim at a foot, body, hand, etc. the player entity is
returned and the line gets drawn to that point. But if I aim at the head,
the trace doesn't see the
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Nasty hack? That looks like a simple work around to the IsFakeClient() bug.
You should try programming plugins if you want to see what a nasty hack
really is. :)
On 3/21/06, [EMAIL PROTECTED] [EMAIL PROTECTED]
wrote:
Ah thanks. It's worth
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Isn't that exactly what you wanted?
Valve, why did you do VectorNormalize() instead of Vector::Normalize() ?
On 3/20/06, Jorge Rodriguez [EMAIL PROTECTED] wrote:
[EMAIL PROTECTED] wrote:
By the way, there already is a member function for
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I do sympathize with the aversion to the warcraft3/superhero plugins. Last
time I tried to join a CS1.6 server, I had to join about 8 servers before I
found a server without one of those two mods. It was very annoying, but you
have to ask
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Thank you Jay. That answers my original question of whether it's possible,
which is what I came here to find out.
Grant
(L. Duke)
On 3/2/06, Jay Stelly [EMAIL PROTECTED] wrote:
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Well keep bitching and nothing will get done.
Or create plugins for other games, vote with your feet which is much more
effective than im gonna complain whenever a plugin topic comes up on the
mailing list
On 3/3/06, LDuke [EMAIL PROTECTED] wrote:
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, 2006-02-28 at 16:50 -0700, LDuke wrote:
I'd like to use IVDebugOverlay::AddEntityTextOverlay to show some
information on various entities to players. It seems to only work for
the
listen server host, and then only in developer mode.
AFAIK, this is another one of those feature
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Wrong list.
What needs to be fixed? I haven't heard of any problems.
On 2/28/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
Any news when this is going to be fixed?
Cheers,
Matt.
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I'd like to use IVDebugOverlay::AddEntityTextOverlay to show some
information on various entities to players. It seems to only work for the
listen server host, and then only in developer mode.
How could I make this text visible to all players?
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None of that is possible with just the server plugin interface provided by
the SDK. There is a thread on the hl2coding.com forums about using offsets
to access/change the armour, health, etc.
In the past, a number of people have included cbase.h
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I've seen several discussions on this list that referenced the SDK license.
I've searched the wiki as well as all the menus and folders for the SDK and
Steam and can't seem to find it. Can someone tell me where I can find the
SDK license?
Thank
. If anyone knows how to get it working please tell. We precache
the
file in level init with either precachegeneric or filesystem-precache and
run forceexactfile in serveractivate.
Please help :(
On 12/19/05, LDuke [EMAIL PROTECTED] wrote:
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engine-ForceExactFile( scripts/scriptname.txt );
should cause clients with a non-identical file to be disconnected. I'm told
this doesn't work on Linux servers, even if the client downloads the exact
file in game or via FTP.
Has anyone else run
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Since the update, I've been unable to connect via the LAN to my Linux test
box running a CSS server.
Someone said to try -linux beta on the update tool which I did, but it
still doesn't work.
Anyone else have this problem?
Grant
(L. Duke)
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New functions were added to CBaseEntity, CBaseCombatCharacter, etc. You can
no longer simply include the right headers and link to them.
Most of the virtual functions no longer work. CBCC::Weapon_GetSlot,
CBE::Teleport, etc.
That's the risk
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If an entity and class are linked using LINK_ENTITY_TO_CLASS(EntityName,
ClassName ), how can I later get the class pointer for an entity?
For example, if I have LINK_ENTITY_TO_CLASS(my_gamerules, CGameRules), I
want to find the CGameRules* for
).
Anyway, you can always use the entity list find functions in
entitylist.h (FindEntityByClassname or NextEntByClass are the two most
likely functions for you to use).
Jay
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of LDuke
Sent: Tuesday, November
-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of LDuke
Sent: Tuesday, November 29, 2005 2:01 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] LINK_ENTITY_TO_CLASS
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I already have the edict_t* for the instance
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Yes, this would be great.
NemoD had a hack to show who sprayed the sprays you were standing near, and
Mattie has it in his version of NemoD. It would be nice to be able to
determine who a spray belonged to without installing that plugin though.
defined radius, and reports the info on each.
Ez as 1,2,3 =)
Would anyone like a stand alone stable version ?
I started it now, should be ready by tomorrow =)
- Original Message -
From: LDuke [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Monday, November 14, 2005 3:49
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That's ridiculous. Valve has an excellent in-game method for reporting bugs
that includes the ability to attach screenshots and saved games just by
clicking a button.
I think in CSS it's bound to F4, not sure if it's bound to a key in Lost
Coast
/30/05, LDuke [EMAIL PROTECTED] wrote:
If you have rcon to the server you can do a status command and get steam
ID's. Check out the hlds_apps mailing list. There is probably some good info
there.
http://www.opensubscriber.com/messages/hlds_apps@list.valvesoftware.com/topic.html
L. Duke
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